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The Problem of Shards, Servers, and Queues In MMOs

An editorial at GamesIndustry takes a look at a couple of problems many MMOs have failed to solve as the genre has evolved over the last decade: log-in queues and a split player base. The most recent example is Aion, which launched in Europe and North America a few weeks ago. Players on some of the game's servers had to deal with lengthy queues until enough people left the starting areas and spread throughout the game. To NCSoft's credit, the queues are mostly gone already, and it wasn't simply launching with too few servers that was the problem (nor was simply launching more servers a perfect solution, as Warhammer proved). In fact, several servers had no queues at all, but many players had set their sights on the more popular ones — a problem facing other MMOs as well. At this point, it becomes a matter of programming — how can the developers for these MMOs build the networking aspect of the game such that more hardware can easily be allocated when it's needed, and also make it easier for people to play together without the restriction of different shards or servers? EVE Online has done well with a single game universe, but it's not clear how far that model can scale upwards.

253 comments

  1. Guild Wars by Anonymous Coward · · Score: 1, Informative

    Had one "shared world". It was initially restricted to US/EU/Korea or some such, but you could change your territory, at first X number of times, and later on as often as you wanted.

    1. Re:Guild Wars by Rewind · · Score: 1

      but isn't most everything in Guild Wars instanced off? Even towns and the like based on the number of people? I could be wrong, but I thought I remembered that being the case.

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      ?
    2. Re:Guild Wars by BigMeanBear · · Score: 1

      Yes, but you could move between them like Sliders.

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      += E
    3. Re:Guild Wars by Talderas · · Score: 1

      Okay, now I want a Sliders MMO. At least in concept. Imagine if it were WoW and you and your party of Horde faction members slides into a world where the Orcs never came across the Dark Portal.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
  2. Champions did it too by Locklear93 · · Score: 5, Informative

    Champions Online has also launched with a single world architecture. Each zone has multiple instances, dividing the population in dozens of copies of each region, across which players can freely move if they wish to do so. Zones with friends, supergroup (guild members), and party members have priority, of course. These instances CAN fill, but if they do--just get your friends and all go to a new one.

    1. Re:Champions did it too by sopssa · · Score: 2, Interesting

      I rather wouldn't play a game which world is "instanced" like that on zones. You're basically in the same world, but you're not. It just complicates things, and in that case multiple servers would be better.

      EVE Online's one world model would be the ideal and it seems to work good there. Of course its also divided into zones and most popular ones can get laggy if theres lots of players and stuff going on - but its still the same world where everyone is.

      Having one single world would also make the areas with fewer players more interesting (most 10->60 areas in WoW have been quite empty for long time)

    2. Re:Champions did it too by Locklear93 · · Score: 3, Interesting

      I fail to see how multiple servers is better at all. With an architecture like Champions', if the people with whom you want to play aren't in your zone, you go to them. With traditional server separation, such as WoW's or Aion's, your only hope is that server transfers or the like are allowed. I'm also not sure that it complicates things in any significant way. What's complicated about clicking "Change instance," and looking at the top of the list--which is where the instances in which you have friends, teammates, and guildmates will appear? The confusion of "I'm standing right by [landmark here] and I don't see you!" doesn't really last long.

    3. Re:Champions did it too by Nylathotep · · Score: 4, Insightful

      the complication is its impossible to meet people because they are scattered amongst a hundred shards. Multiply it by the different zones and you never see the same people. Add to it the drop in drop out nature of grouping and the social aspect suffers. Having seperate servers like WoW have their own issues with having friends who play but are not on your server, but at least the people who are on the server you see day in and out.

      I'm kinda stalled at 29 because of the group instances, but I don't know people. I don't even know where to go for lfg grouping (ala IF). The built in lfg tool seems to be ignored, to the point that when I tried it, trying to send a message to the people in the list showed noone was online. Maybe they were on an alt, I don't know. You would think the interface would send the message to the currently online character.

      I suppose I could join a random supergroup recruiting but I like to actually meet people before joining a group.

    4. Re:Champions did it too by Anonymous Coward · · Score: 0

      And before that Dark Age of Camelot did that, although they had different clusters theses clusters were for different play styles but you could switch zones and be on another server like you mentioned.

    5. Re:Champions did it too by theantipop · · Score: 3, Interesting

      As the above poster describes, it's the social aspect. I appreciate the camaraderie being part of a well defined realm brings. And adding hundreds of personalities to a friends list isn't really the same thing. The most prescient example I can think of was the gate opening event for Ahn'Qiraj in classic WoW. Realms competed to be the first to achieve a collective effort of quests in order to open their gate first. My realm was neck and neck with another to be the world's first, resulting in one of the most exciting atmospheres I've ever been a part of in a game.

    6. Re:Champions did it too by Anonymous Coward · · Score: 0

      The most prescient example I can think of was the gate opening event for Ahn'Qiraj in classic WoW. Realms competed to be the first to achieve a collective effort of quests in order to open their gate first. My realm was neck and neck with another to be the world's first, resulting in one of the most exciting atmospheres I've ever been a part of in a game.

      Do you remember what happened when everyone tried to be in Silithus when the gates opened?

    7. Re:Champions did it too by Veggiesama · · Score: 2, Interesting

      Champions Online has the best strategy, in my opinion. As far as I've been playing, they've never had an issue with lag, because they can cap each zone-instance's population to whatever they deem the best. They don't have serious overpopulation problems (like where you can't do a quest because you're waiting for 50 other people to finish it), because of the same reason. You can jump back and forth between instances by clicking one button, and zones with your friends are clearly marked (though it'd be nice if it told you WHICH friends).

      What they are unfortunately lacking is a world-wide group searching interface, like a global LFG channel. Currently you are force to instance-hop when you're looking for party members.

      I don't buy the "immersion-breaking" factor. What's far more immersion-breaking is finding a new friend in real life who plays the game but plays on a different server, then having to cough up some money to switch servers (in WoW's case).

    8. Re:Champions did it too by poetmatt · · Score: 2, Interesting

      read the anon's post. Eve is the only game to be able to handle tons of people in one area. Wow horribly crashed during AQ opening...do you remember the >3000 MS pings during the event? That thing was beyond laggy both for the pc's and the servers.

      population maximums (single server)
      Eve: ~45K players at once

      Wow: ~8K players at once

      Champions online: less.

      Basically, nobody can handle the parallelism of eve, mostly because they actually had open instances within the cluster that people could go to (deadspace, missions, etc).

      This creates way more social aspects than any other game, but gameplay itself has to be handled differently. Seriously, the social aspects of single server are a thousandfold greater.

      an MMO with that many people, as smart as it would be to see companies do such a thing with their technology, would just crash at the idea of 500 people trying to kill the same rabbit for x quest. Only now is blizzard getting around it by letting people see their own live instancing of certain things (aka cataclysm at the same time as the barrens).

      Technology takes time. Give it 10 years or so before this is fixed.

    9. Re:Champions did it too by Blakey+Rat · · Score: 3, Interesting

      Ditto. It's really annoying, from my experience with Tabula Rasa (which uses the same schema.)

      "Hey where are you?"
      "City A."
      "I'm in City A too, meet near the bank?"
      "I'm standing in the bank."
      "Oh, I am too but I don't see you..."
      "Which City A are you in?"
      "City A3"
      "Oh damn, I'm in A6, let me find a portal so I can move from City A back into the other City A."

      There are few ways to break immersion quicker than that.

    10. Re:Champions did it too by srmalloy · · Score: 2, Interesting

      NCSoft did it both ways with Aion; there are multiple servers, but "inside" each server, a zone can have one or more "channels", each channel being a separate instance of the zone. The starting zones have ten channels, but the other zones typically only have 3 to 5, with the number of channels being managed to prevent players from being scattered too thinly across a zone or crowded too close together. NCSoft responded to the load at launch by adding two more servers; I think they would have done better to add more channels to the starting zones. However, because of the game background, NCSoft was not only managing the population of each server but the proportion of players on each side, so they had a number of variables to play with that complicated things.

      NCSoft's superhero MMORPG, City of Heroes, handles load more dynamically; as a zone gets too crowded, the server dyamically spawns new instances of that zone and prevents people from entering a particular instance of a zone when it reaches capacity; I remember during one event seeing the choices of "Atlas Park", "Atlas Park 2", on up to "Atlas Park 9" when changing zones. CoH is a bit of an oddity in that the vast majority of its content is instanced, and it doesn't matter which zone instance you're in when you enter a mission, everyone on the team enters the same mission instance -- so a team that had players scattered across Atlas Park 2, 3, 5, and 7 could all go to their mission door and be back together once they enter the mission (and then choose which of the zone instances they want to exit into when the mission is done, so they stay together).

    11. Re:Champions did it too by God+of+Lemmings · · Score: 1

      Same problem here. I just kind of stopped playing since it was impossible to get a group going.

      --
      Non sequitur: Your facts are uncoordinated.
    12. Re:Champions did it too by Grail · · Score: 3, Informative

      Strictly speaking, the server maximum for EVE Online is about 1000-2000. Each star system is a different server, with travel between systems happening through a "loading screen" cunningly disguised as a star gate.

      Effectively, each star system in EVE Online is a "continent" from WoW, with each "zone" in WoW scaling to a "grid" in EVE. Except that "grid" is a local construct, not a fixed geographic location: you can join the same "zone" as another player by simply walking over a line in the sand, to join the same "grid" as a player you actually have to warp to their ship.

    13. Re:Champions did it too by WuphonsReach · · Score: 2, Insightful

      The only reason that EVE's model works is because every star system is pretty much like dozens or hundreds of other star systems. (Out of a few thousand star systems.) And asteroid belt 1 is a lot like asteroid belt 9 within a system. There's minimal design work that goes into each star system.

      In fantasy MMOs, locations tend to be a lot more varied, unique, and important. There is only one Ironforge in WoW. The closest that EVE has to unique locations are the trade capitals (Jita 4-4 CNAP) or the high quality / high level mission stations.

      WoW, would need at least 10x more landmass (if not 100x) in order to support populations equal to what EVE supports on a single "server". There would need to be dozens of starter zones, and at least 10 different versions and locations for each of the Outland / Northrend zones. Instead of one racial capital city, each race would need to be spread across a dozen or two cities and towns, to keep the players spread out.

      --
      Wolde you bothe eate your cake, and have your cake?
    14. Re:Champions did it too by Anonymous Coward · · Score: 0

      Champions Online also doesn't feel like an MMO. Having 20 instances of each zone, no inter-zone chat, no sort of identifier for each instance (aside from a number listing) causes the player population to never have a chance to coalesce. You can be playing alongside a few other people, briefly enter a cave for 2 minutes, come back out again and find yourself in a completely different instance to what you were just in. The chat logs do not offer any relevant information to allow you to find what instance# you were in 5 minutes earlier either. This issue makes random pickup grouping, friend making, and eventual guild creation a *much* more difficult process than your average MMO. If you ever have the misfortune of dropping out of the game in the middle of a pickup group, you are pretty much screwed. Not only will you not be able to find the same group of people and rejoin, you're very likely to not bump into any of those same people ever again.

      1 1/2 months in to the game, and I can count the number of pickup groups I've been involved in on one hand, and aside from the couple people I know from outside the game, my friend's list is essentially empty. I would be hard pressed to name or describe a single other char that I've met. Every other MMO I've ever played I would have had at least a dozen friends added and potentially a nice guild by now. As things are, I would probably rank Champions Online's sense of community somewhere below that of your average multiplayer FPS. At least with multiplayer FPS, you have the chance to meet and get to know the regulars who frequent each server.

    15. Re:Champions did it too by cloricus · · Score: 4, Insightful

      Close, though a little inaccurate.

      The solar maximum is still unknown for EVE as Jita has yet to push it to its limits. Systems on reinforced 'supernodes' can handle 1,500+ players with little to no lag at all. Those same servers have been able to sustain hours of fleet combat involving over two thousand players with acceptable lag (10 seconds to 2-10 minutes on module activation). Normal nodes that haven't been reinforced can handle limited fleet combat of about 700 pilots before lag sets in and 1,000-1,200 with no combat. A normal node will also host a handful of solar systems.

      In regards to each solar system being like a continent that is a conceptual divide. WoWs 4 continents are still considered to be a contiguous 'world' as users are all acting towards the common goals of the world and interacting with the same player set. So EVE has 5,300 odd continents in its world compared to 4. Also note that you can 'walk over' the line between two grids by simply pointing your ship in the direction of another grid and flying to it. Like in WoW you also have the option to warp between grids, this would be comparable to flying a gryphon there. Grids are better thought of as a dynamic draw distance of the world around you.

      Excluding technical differences like these the defining factor of EVE is that your actions effect over 300,000 players in the only (heh) instance of this 'world'.

      --
      I ate your fish.
    16. Re:Champions did it too by hughJ · · Score: 1

      Part of the problem is that they've chosen to order the instance list strictly by lowest to greatest population, which results in players joining an almost completely random instance every time they switch zones. If the devs were to adjust the instance list order to help guide players to the same few sets of instances for each zone, over time you'd probably see actual communities begin to form as players are allowed to become familiar with each other. If they continue to list the instances randomly as they are now, the community within the game will likely not progress much further than it already has. My friends list remains virtually empty, and the supergroup I had the luck on being invited to is seemingly dead. There's really no ability in the game to casually meet new friends or groups. You either aggressively pursue them or you're likely to end up playing solo forever. It's weird, but playing Champions almost feels like playing a single player game. I get more of a social gaming experience playing BF2, TF2, or any other multiplayer FPS.

    17. Re:Champions did it too by MichaelSmith · · Score: 0, Offtopic

      I have the impression that in Eve you are a ship, while in Wow you are something more like a person, and the modeling in Eve is easier because of this.

    18. Re:Champions did it too by The+Analog+Kid · · Score: 1

      I'm kinda stalled at 29 because of the group instances, but I don't know people. I don't even know where to go for lfg grouping (ala IF). The built in lfg tool seems to be ignored, to the point that when I tried it, trying to send a message to the people in the list showed noone was online. Maybe they were on an alt, I don't know. You would think the interface would send the message to the currently online character.

      Sometimes the LFG tool bugs and shows people that are online that really aren't. Also if you are trying to group for a dungeon lower than the highest content your wasting your time. You might be able to but it's sporadic. You might as well keep leveling outside the dungeons as it's much faster.

      Next patch is bringing cross-server instance (I'm assuming just the battlegroup like for battlegrounds) and cross-server friends list (could be across all WoW realms, I would think), so that might help this issue.

    19. Re:Champions did it too by Jedi+Alec · · Score: 1

      I have the impression that in Eve you are a ship, while in Wow you are something more like a person, and the modeling in Eve is easier because of this.

      A ship, as well as usually 5 drones. If you think the models in EVE are less complicated than those in WoW you might want to take a close look at some of the ships though ;-)

      In any case, generally the clients themselves can handle all the things that are going on, and if they can't the individual player can just zoom out to reduce the amount of rendering needed. It's mostly the fact that each of those 2000 players need to know where the rest is, which direction each ship is heading in and at what velocity, which ship just got blown up etc. Add in all the visual effects going back and forth like weapons fire, remote assistance modules etc. etc. and it's amazing the place doesn't blow up.

      The comparision to Jita isn't quite that however, since in Jita people will be scattered around a number of spots in the solar system, with about half of the visitors sitting inside a station, whereas in a battle most of the players in the solar system will actually be on the same game grid where each action needs to be communicated to all the other clients.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    20. Re:Champions did it too by Tridus · · Score: 1

      Yeah, this. At any one point in time across all of WoW's servers combined, there are more people in Dalaran then there are playing EVE.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    21. Re:Champions did it too by Jartan · · Score: 1

      EvE is completely instanced even inside a single zone. You don't run into people randomly unless you specifically look for them or happen to go to a hub (ie instanced server handling the area around a space station).

      Really the champions model is the same thing except it handles laggy area's better by actually creating mirror spots. Those complications you speak of are no problem in CO. They've made it very seamless and easy to work with. It's a situation that easily solves the stupidity of having incredibly dead newbie area's too.

      Nobody will ever buy a copy of CO and log into a dead zone with no people in it. Nobody will ever be sitting there going "Where are you?" because the interface and server always intelligently direct you to places where your friends/guildmatess are at.

      The only problem CO suffers from is the "run into random guy X over and over and become friends". EvE suffers from the exact same problem though.

    22. Re:Champions did it too by Anonymous Coward · · Score: 0

      Part of the problem is that they've chosen to order the instance list strictly by lowest to greatest population, which results in players joining an almost completely random instance every time they switch zones. If the devs were to adjust the instance list order to help guide players to the same few sets of instances for each zone, over time you'd probably see actual communities begin to form as players are allowed to become familiar with each other. If they continue to list the instances randomly as they are now, the community within the game will likely not progress much further than it already has.

      My friends list remains virtually empty, and the supergroup I had the luck on being invited to is seemingly dead. There's really no ability in the game to casually meet new friends or groups. You either aggressively pursue them or you're likely to end up playing solo forever. It's weird, but playing Champions almost feels like playing a single player game. I get more of a social gaming experience playing BF2, TF2, or any other multiplayer FPS.

      This is exactly the same experience as i had. I've basically just stopped playing because it just isn't fun. And it definitely isn't worth $15 a month.

      When i pay for a MMORPG i'm paying to be immersed into a world with lots of people. In a virtual community. There is no community in Champions because of how the game is set up.

      1)) The population caps are low considering the size of the zones (which also creates the problem of staying in the same zone as your team if you manage to find one),

      2)) It's very hard to find common goals for a reason to team with other people (& if you do it usually is only temporary),

      3)) The "be anything" system makes assigning roles in the team nebulous to the point everybody just does their own thing and hopes it works,

      4)) Because of the low population count (designed because of the outdoor missions) randomly running into people is few & far between.

      5)) The search system doesnt work, it has no functionality (which is surprising because the City of Heroes search system is the best of any MMO)

    23. Re:Champions did it too by bickerdyke · · Score: 1

      They should probably do something like taking the "Level of Detail"-scheme to the client/server architecture. On the lower end like WoW, when your group enters a dungeon, it's a group-instance, espescially made for you 5-40 players. Those are depicted very detailed and accurate. Now on the other hand.. would you need the same graphical detail for shopping or doing your stuff at the auction house? Oh wow.. you're able to watch 1000 players standing in front of teh auctioneer... each minding his own buissness! Nice for the first few days, but then scren real-estate would better be used for the auction-Gui anyway.

      So why not turn AH and the most popular shops into locally hosted 1-player instances connected with a big IRC-Server? If not even turning those trading-places completly into a text and icon based gui? Perhaps with the possibility to "warp" from shop to shop. I dont thinky anyone would miss the exciting fun of walking from the meat-merchant in the basement to the cook-equipment-merchant at the 2nd floor. Or having to wait for all 5000 players to load just for walking across the street from AH to your vault. It's not as if there would be much roleplaying happening there....

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      bickerdyke
    24. Re:Champions did it too by Talderas · · Score: 1

      1)) The population caps are low considering the size of the zones (which also creates the problem of staying in the same zone as your team if you manage to find one),

      2)) It's very hard to find common goals for a reason to team with other people (& if you do it usually is only temporary),

      3)) The "be anything" system makes assigning roles in the team nebulous to the point everybody just does their own thing and hopes it works,

      4)) Because of the low population count (designed because of the outdoor missions) randomly running into people is few & far between.

      5)) The search system doesnt work, it has no functionality (which is surprising because the City of Heroes search system is the best of any MMO)

      I've been playing CoH a bit lately because of Double XP Weekend.... I would say that of those 5, some of them apply to CoH as well.

      1) Population caps. It's not so much that zones have too many people, it's that if you play redside doing anything is almost pointless. I've been logging on my Lv50 Brute on weekends every once in awhile look for Lord Recluse's strike force just so I can get the Annihilator badge so that I can get my Marshall Accolade and that extra 5% stamina. This weekend I saw about 22 lv50 villains on at any given time when I checked. If you want to do a strike force that requires a minimum of 8 people, 22 people is a bad selection. True, I could grab some of the high 40s and have them be just as effective, but you're maybe expanding the selection by about 6 players. So a selection of about 30 players to do a 8 person minimum strike force and hope that I can get 8 people to fill the basic party roles in order to do it. This leads to a situation where if I want to play my brute and actually do anything on CoH I need to head out to Rikti (assuming a mothership group is assembling) or the Midnighters and hope a group of heroes wants a brute to come along. I play on the same server as my friends have their highest density of higher level characters, but I can't play with them because they're all blue side. Now I know I can make alts, but I'll be honest. I hate not having a travel power. This means that until I hit level 14 the game is brutal for me to tolerate. Let's not even get into the fact that I'm not a big fan of alts (I have a Lv50 SS/Inv Brute, a lv20 Ill/Emp Controller, a Lv10 Widow, and a Lv10 Dominator I haven't touched in over 200 days). This is also why I'm a bit excited about Going Rogue. I'll admit that I have some concerns regarding a few things (specifically how badges/accoldates will be handled), but I am excited that I should technically be able to group with my friends using my brute and exemplar down to their level.

      2) My redside jaded opinion aside, so far the only grouping I've done in CoH while playing blue side has been explicitly with friends or for experience. However I get irritated when a group is slow or bad and the people in it say great group. In actuality with greater invisibility on my Controller it's probably faster for me to do paper missions over and over where the goal is to steal an item or defeat an individual. Stealth to the end clear, voila mission complete exp. It's faster than having to fight your way to the end. When the goal is experience you pretty much need to ramp the difficulty up to 4-5 instead of the standard 2-3 and run an 8 person party to maximize the number of enemies. So to optimize leveling, most times you are better off soloing than working as a group. Combine this with a sore lack of lower level activities that require a group and you see a situation where you can hit 50 fairly easily without ever partying. This in turn leads to a situation where you may not meet people for a supergroup until you've hit 50. Granted that may make your recruitment easier

      3) CoH has it's own "be anything" system due to its character creation methodology. At least you have a nebulous concept of roles that a particular archetype would likely fill. However even that can be deceptive. C

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    25. Re:Champions did it too by Andy+Dodd · · Score: 1

      Actually, Aion DOES have a mechanism like you describe, called "channels".

      There's no reason NCSoft couldn't have added more hardware and more channels to the affected zones.

      As to launching with too many servers being a mistake - That wasn't Warhammer's problem. Everyone says it is because eventually they consolidated, but they consolidated because an above average number of people gave up on the game quickly, for a variety of reasons NONE of which had to do with server underpopulation:
      1) Significant realm imbalance. Destruction had a number of class advantages over Order, resulting in every server having Order underpopulated and Destruction overpopulated. People who rolled Order got sick of getting rolled all the time by uneven numbers in scenario instances (Destro always full but Order frequently with only half-spots filled), people who rolled Destruction got sick of waiting in scenario queues for enough Order players to show.
      2) System requirements out of line with graphics quality. People bashed WAR for graphics being not any significant improvement over WoW - This alone isn't a problem, but it is when your system requirements are significantly more than WoW. Two friends of mine had machines more than capable of playing WoW, but were not able to play WAR with acceptable framerates, leading me to leave WAR within a month or so for WoW.

      --
      retrorocket.o not found, launch anyway?
    26. Re:Champions did it too by Andy+Dodd · · Score: 2, Insightful

      Yes, Eve uses what they call a deterministic physics simulation. For example, if you click "orbit" around an object, with known initial conditions and when the command was executed, server, client, and other clients all can predict an object's exact location accurately.

      As a result far less info needs to be sent from server to client. Main problem is "load lag", when a particular client's state needs to change rapidly (after a jump, after warping to a new grid) - The server has a bandwidth throttle that means that no matter how fast YOUR connection is, it will take a while to load.

      Also, 2-10 minutes for module activation is NOT acceptable lag. EVE routinely has nodes crash during combat with 1000-1500 pilots involved. Hell, only a year or so ago 1000 was pretty much a guaranteed node drop.

      Either way, EVE's game design of multiple star systems with systems being split up into areas you need to warp between makes it fundamentally far more scalable than most other MMOs can be.

      --
      retrorocket.o not found, launch anyway?
    27. Re:Champions did it too by Locklear93 · · Score: 1

      The problem is, Aion's channels exist inside traditional servers. They solve a problem of overcrowding and spawn camping in zones, which is good since Aion's zones tend to be less sprawling than other MMOs, but they do nothing at all about things like server queues, playing with people on other servers, and so forth. As the original article to which I was replying was about problems like queues, I don't consider Aion's channels a solution (to queues--as mentioned, they resolve some other issues).

    28. Re:Champions did it too by elrous0 · · Score: 1

      I though NCSoft's own Guild Wars handled it well too, simply by making it trivially easy to switch between servers. IT doesn't really matter what server you and your friend's log into, because communicating with them and switching to a common server (doesn't really matter which one) is as easy as a drop down menu. That's what really turns me off about WoW. How am I supposed to play with friends when then only option I have is to either create a newbie chracter on their server (not very useful if they're 70th level) and going through the ridiculously tedious process of moving a character to another server (which you can do what, once in the character's lifetime?).

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    29. Re:Champions did it too by Locklear93 · · Score: 1

      You can move characters in WoW as often as you like, though there's a cooldown to prevent people from abusing the system. It was six months when it debuted, but it's not a service I use, so while I think it's much shorter now, I don't know the actual limitation. The real issue is that it's $25 per character. Want to jump ship on a server you've been on for a while, with all ten characters? $250. Blech.

    30. Re:Champions did it too by thesandtiger · · Score: 1

      It seems to me like the problem isn't the game, but you - not being mean, but really, ask for groups in zone chat.

      If you're in Canada and want a group for Telios' tower, just ask in zone. If you don't get any responses, look at your map, click the change instance button, and pick a different instance or one that has more people in it and ask again. There are tons of people in Canada who need to do the team instances in Canada, it only makes sense to ask about that in Canada. There is no ironforge because there's no need for it; there are trainers in most every zone, stores too, so people have very little need to go to a hub to ask for groups.

      I knew nobody in CO - none of my cohorts from WoW have come over to CO yet, but over the month I've been playing, I've made "friends" with about 30 people, most play regularly, and have characters in 3 different supergroups that have another 50 or so people in each.

      Again, not being mean, but if you're not meeting people in this game it's because you're going about it the wrong way.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    31. Re:Champions did it too by brkello · · Score: 1

      You sound like someone who is either a fanboy or work for Eve's PR. 10 seconds might be acceptable lag, anything over 1 minute is pretty ridiculous. It is basically whoever overcomes the lag first is going to win. But the majority of the PvP in Eve isn't epic battles, it is just people sitting at gates killing single ships or a large blob killing stuff exploiting whatever overpowered module the Eve developers failed to play test.

      Do your actions effect 300,000 people? No, not really. There are a few people that have an effect on the game and those people are the insanely hardcore. The casual player and pretty much 99% of the population are never going to make any significant sort of impact other than changing the supply and demand of items.

      One shard means that the dev cheating effects everyone in the game forever. Certain corporation/individuals will always have the advantage of ill-gotten gains over everyone else.

      And your 5,300 continents all look pretty much the same and have nothing different about them. You have a couple of different stations and jump gates depending on what sector you are in and that's about it.

      Eve's problem doesn't have anything to do with being single or multiple shards. It is just a really boring game. And this is coming from someone who really wants to love the game. I really want a good space MMO. But once you figure out the game you realize it really is just graphical excel. Combat is as interesting as looking up on the forums what to equip on your ship, going out and finding something to kill, then pushing f1-f6.

      --
      Support a great indie game: http://www.abaddon360.com
    32. Re:Champions did it too by Cornflake917 · · Score: 2, Insightful

      Those same servers have been able to sustain hours of fleet combat involving over two thousand players with acceptable lag (10 seconds to 2-10 minutes on module activation).

      Your definition of acceptable is interesting.

    33. Re:Champions did it too by MeanderingMind · · Score: 1

      It's fair to say they're going about it the wrong way, but that brings up an important question: Is the *right* way intuitive, natural, and seamless?

      While the method you suggest may certainly be effective, it doesn't strike me as being particularly obvious, intuitive, or easy. The average player's first thought will be "Why do I have to constantly shift like this? I should be able to talk to everyone!" The unnecessary barrier will deter some number of players, those who'd rather just keep playing than spend half an hour shifting around trying to piece together a group.

      This is coming from someone who looks up and whispers random strangers through the wowarmory in order to fill group slots when no one answers LFG or Trade chat. While such methods are very effective, the effort involved is more than many players care to invest. You might say "too bad", but developers have to take notice of such quality of life issues.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    34. Re:Champions did it too by thesandtiger · · Score: 1

      I dunno, I found "/zone Looking for team to take on Telios' Tower" while I was in the instance for that mission pretty intuitive & obvious. When I would game late at night (off US prime time), recognizing that the population was sparser made shifting zones to be an obvious solution.

      The best solution is make /zone reach all instances of a zone - and I'm pretty sure that, or something like that, will be happening in the near future.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    35. Re:Champions did it too by sleepdepzombie · · Score: 1

      The best solution is make /zone reach all instances of a zone - and I'm pretty sure that, or something like that, will be happening in the near future.

      I can hardly wait to be in the zone chat with a couple thousand users all looking for groups on different server instances. I have very mixed feelings about this idea.

      That said, I agree that asking for help in zone chat is the obvious, intuitive and easy option unless you fear chatting with people in the first place.

    36. Re:Champions did it too by MeanderingMind · · Score: 1

      If you can get a group by doing it in your current zone, then I'd agree that it's fairly intuitive and obvious.

      The point I was making was that if you have to constantly shift between shards and canvass for a group it stops being intuitive or obvious, and it definitely is no longer a trivial effort.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    37. Re:Champions did it too by thesandtiger · · Score: 1

      There are certainly many tweaks that would need to be done to make the set-up as painless as possible for as many people as possible, but the general thing this solves is that it lets people play "together" with any other player in the game, without forcing EVERYONE to be together in the same hot-spots. Maybe things as simple as any /universalzonechat text that has LFG, LFM or other key strings automatically gets routed to a universal LFG channel, or whatever.

      When I think about things realistically, in WoW, while there may have been several thousand people on the server, at most I was directly playing with only 80 (battlegrounds) at most at any given time, and ONLY with 80 people chosen from the server/battlegroup my home server was in, so maybe 20k people at most I could possibly interact with, out of 12 million subscribers. The way Champions handles it, I am playing with a maximum of about 100 people at any given time, but I can, if I choose to move around instances, potentially play with all subscribers to Champions, not just the ones who happened to roll on my server.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    38. Re:Champions did it too by Rhys · · Score: 1

      It'd be much more accurate to say City of Heroes launched with that (true). Champions just got it as a second-generation CoH, though that may imply Champions is a lot more advanced than CoH which really isn't true.

      DDO also uses the same functionality but makes it mostly painless. If you're in a group, the group zones to the same zone. If you are split as you group up there's a nice little pull-down that will let you co-zone. CoH you used to have to find a tram or other doorway to pick a new one, and if someone was in Atlas Park 1 and that was full you couldn't join them. DDO seems to spawn new instances extra early to reserve a buffer for people joining their group.

      --
      Slashdot Patriotism: We Support our Dupes!
  3. Eve online runs Windows Server by DAldredge · · Score: 4, Interesting
    1. Re:Eve online runs Windows Server by sopssa · · Score: 5, Funny

      Dear Sir or Madam,

      The responsible Anti-Microsoft Troll that should have replied to this post by now is on sick leave and was unable to prepare a custom flaming reply to this particular post. In lieu of that, attached is our generic template which we use to write all our flaming responses.

      1. Make a general anti-Microsoft jab
      2. Blame Microsoft for it's stance against Free Software (and also for lack of network neutrality, the current state of patent laws, the Iraq war, and the extinction of the dinosaurs)
      3. Accuse the poster who wrote something positive about Microsoft of being either a fanboy or a Microsoft employee. If the poster in question made a comment about Microsoft's actual support of Free Software in a particular instance, accuse the poster of being an oblivious idiot unable to see through their Embrace-Extend-Extinguish approach
      4. State that the Linux revolution is inevitable
      5. Finish off with another outpour of flames

      We hope you will be able to infer the potential content of the post that should have been done by the respective Troll. Please accept our apologies.

      Sincerely,

      Assistant Secretary,
      Anti-Microsoft Trolling Association, Ltd.

    2. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      LOL - that is so awesome - I hope that becomes a new meme

      keyword rf

    3. Re:Eve online runs Windows Server by DAldredge · · Score: 5, Funny

      Sorry, I'm new.

    4. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 4, Funny

      So THAT is why they need one hour of downtime every day...

    5. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      Further proof that Windows is for games.

    6. Re:Eve online runs Windows Server by mR.bRiGhTsId3 · · Score: 1

      I just had to congratulate you on making me laugh the hardest I can ever remember laughing while reading something on the internet.

    7. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      Yes, archiving the transaction logs, reorganizing table spaces and stuff like that. Nothing to do really with Windows itself.

    8. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      That's cute. A niche player uses Windows. Meanwhile, the market dominator (WoW) uses Linux and Oracle.

    9. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      I fully support this! It's about time we get our act together and take back this forum from the Microsoft trolls that have had free run for so long.

    10. Re:Eve online runs Windows Server by Judinous · · Score: 2, Informative

      That's hardly a decent solution to the problem, since EVE is the perfect example of how not to handle excessive numbers of players in a single location. EVE has a huge universe and all, but it's mostly accomplished by putting small groups of systems on their own "node". When any significant number of players pile into the same node and start doing things (such as shooting at each other, or just trying to take the gate to leave), it results in instability, poor performance, and quite often brings the entire node down on itself, sometimes stranding characters for days. EVE is quite notorious in the industry for poor performance issues, in fact, though they've been constantly improving over the years. It's also known for requiring an hour or so of downtime every single day or the entire system buckles under the pressure. The problem in MMOs is not scaling to a large world, as this is easily accomplished by simply dividing it into areas and adding more hardware for each segment. The big problem is when people decide to all hop into one location in the game and melt an individual server or node, which happens by default at launch time.

    11. Re:Eve online runs Windows Server by Flentil · · Score: 2, Interesting

      It seems to me that the problem then is built-in. Instead of dividing up the load among individual computers, it should be spread evenly across a vast network of processors. That way you wouldn't need to divide the world into zones, and even if everyone in-game all gathered in the same place it would have no effect, because it's still processing the same number of players in the world regardless of individual locations.

    12. Re:Eve online runs Windows Server by RoFLKOPTr · · Score: 1, Interesting

      It's also known for requiring an hour or so of downtime every single day or the entire system buckles under the pressure.

      So?

      A nightly downtime (only an hour -- big whoop) allows for minor software updates, hardware upgrades and changes, resolution of non-critical network stability issues, updates of in-game statistics (mechanics-wise, such as faction standing and such that would cause extreme load if it were updated in real time) and the ability to perform backups while databases are not being modified... thereby making them more reliable and giving CCP the ability -- if it were ever needed -- to give an exact point that systems were restored to that people can look back at, rather than some random time of day when people won't remember what they were doing at the time. Oh, the system also performs a full reboot, completely clearing all resources and also cleaning out (in-game) systems as people go to dock for the night. Can you just imagine how less laggy other MMOs would be if they all had a nightly reboot? I've played several, and -- for a very specific example -- D&D Online has several shards, and on each shard in each location there are several instances that only support a certain number of people. Even with the multi-instancing, things are still laggy as hell. There is also typically a 30-minute queue before you can login. The only time I encounter a queue in EVE is right after downtime and it's usually only 10 minutes or so.

      There is nothing wrong with a nightly reboot, no matter what OS a game's servers use.

    13. Re:Eve online runs Windows Server by skastrik · · Score: 1
      more about the hardware just FYI

      Used to be IBM blade servers, possibly still. Stackless Python for development.

    14. Re:Eve online runs Windows Server by Stephenmg · · Score: 1

      That's not really true anymore, I myself have been involved in battles recently with 1000+ fighting each other with little to no lag. The way eve does it has two issues: nodes wont run on multi-cores currently (I think they are working to fix this limitation) and hardware hasn't advanced enough. Personally, I do think CCP is close. I've never seen more then about 1200 involved in a single fight.

    15. Re:Eve online runs Windows Server by Stephenmg · · Score: 1

      That would be nice, but its unrealistic to get all the code to be perfectly multithreded without adding any additional overhead.

    16. Re:Eve online runs Windows Server by Stephenmg · · Score: 1, Interesting

      I don't blame ccp for running eve on Microsoft. I would as well in that situation. Microsoft has worked closely with CCP to optimize the software to run the EVE cluster well. Something they are unlikely to get anywhere else for the same cost.

    17. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      Just about all these problems were fixed with the node hardware being upgraded. It's not a windows issue if the process itself needs 9+Gb of ram to run when 1000 player decide to break out into a massive melee in one system and the server only has 4GB to use. I don't know of any other MMO that even supports let alone allows 1000 plus players to all go at it at once.

    18. Re:Eve online runs Windows Server by sohp · · Score: 1

      Yeah, but EVE Online is a graphically glitzy (something that requires horsepower on the client but not the server) but ultimately tediously boring rehash of Trade Wars. The server is mostly just a massive OLTP machine.

    19. Re:Eve online runs Windows Server by apprendista · · Score: 1

      To expand upon this, here's an line from their wiki regarding the Database specifically (not the Blade servers). Source = http://wiki.eveonline.com/wiki/Tranquility

      >> The server used is an IBM x3850 M2 server with 128 GB RAM and two 2.6 GHz six core Xeons (Dunnington) running Windows server 2008 x64 Enterprise Edition and Microsoft SQL Server 2008.

      The entire article is an interesting read, and they keep it very well documented and updated.

    20. Re:Eve online runs Windows Server by Nyder · · Score: 1

      Sorry, I'm new.

      Dang, if you new with that low of number, then you must of really rock'd Taco's socks off.

      Did ya do a reacharound?

      --
      Be seeing you...
    21. Re:Eve online runs Windows Server by MichaelSmith · · Score: 1

      The big problem is when people decide to all hop into one location in the game and melt an individual server or node, which happens by default at launch time.

      So why don't the clients communicate peer to peer in that situation? They can all handle the physics. The server should just keep track of who is where.

    22. Re:Eve online runs Windows Server by KermodeBear · · Score: 1

      The largest market hub of the game, Jita, regularly has over 1,000 players in the same system. It used to become unstable with over 300-400, but about a year ago they rolled out some new code and now, even with 1,000 people, it is nice and smooth. No issues at all.

      The downtime these days, while officially an hour, usually doesn't take more than 15-20 minutes anymore. Not bad when you have to maintain a database with information on over a million characters (and there's a LOT of data for each individual critter).

      Haven't heard of anyone being stranded for days at a time. I haven't even heard of anyone, at all, becoming stuck for several months now and even before then it was a rare occurrence.

      I have heard that large fleet battles (200+ people) can still get pretty laggy, but the fact that it is possible to have 200 people in the same location, all interacting at once with all of the different things that can be done, is pretty damn cool. The only other place I know of that can do this reliably are MUDs.

      --
      Love sees no species.
    23. Re:Eve online runs Windows Server by Jedi+Alec · · Score: 1

      So why don't the clients communicate peer to peer in that situation? They can all handle the physics. The server should just keep track of who is where.

      Because if I can convince your client that your ship just went boom it won't allow you to shoot back at me. Same thing to a lesser extent when it comes to what effects your ship is currently suffering from etc.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    24. Re:Eve online runs Windows Server by cgenman · · Score: 1

      On paper, that's an interesting approach. As a simple breakdown, remember that if you have 10 people in a zone, there are 10x10 potential interactions, or 100 things to check every frame. With 100 people, there are 10,000 things to check every frame. Even if you managed to throw 10x the processors at 10x the people, you've still got 100x more things to check. Remember, zones don't only define processor areas, but also allow the processors that ARE running to ignore things which are going on in other parts of the world.

      Of course, before you hit that problem you'd hit two major ones of figuring out how to properly parallelize what is a highly-dependent model, and getting enough interprocessor communication between the units that everyone could keep up.

    25. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      In order to complete archiving the transaction logs, Windows must now reboot.

      [OK]

    26. Re:Eve online runs Windows Server by shish · · Score: 2

      It's not downtime, it's scheduled maintenance (according to microsoft, these are different things; if you send an email saying "server will be down this week" then that's as good as it being up...)

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    27. Re:Eve online runs Windows Server by konohitowa · · Score: 1

      Ah. So that explains the massive SQL Server crashes, cluster crashes, lengthy unplanned downtime, disastrous upgrades, and login queues. Thanks -- I was wondering. Although, maybe MS is just working the kinks out of StacklessPython.net.

    28. Re:Eve online runs Windows Server by Pollardito · · Score: 1

      Actually in your solution if all the players were gathered in the same place you'd have massive interprocessor communication and end up hitting a bandwidth bottleneck instead of a processing bottleneck. Splitting people into groups based on proximity is done for that exactly that reason.
      The challenge is being flexible about the notion of proximity (so that the X number of people assigned to each server can be close or far apart depending on the actual density of the area), and handling the cases at the boundary of whatever partition you do arrive at (because even if you can redraw the boundaries of the area a server will handle there will be an edge and the people just over the edge will need to see what's happening just inside). "Zone walls" and "instances" were the simple solution to the second problem

    29. Re:Eve online runs Windows Server by Anonymous Coward · · Score: 0

      That's cute - you're so ingrained with Windows that you think 95% uptime is "fine" and "nothing wrong with that". Meanwhile those of us using real operating systems get mildly annoyed if we have to reboot once a month for kernel updates.

      And no, MMOs wouldn't all be "OMG LESS LAGGY" by rebooting more often. Rebooting is a solution only to bad OS or application design. And in fact, despite your nonsense post, is probably not what Eve does with the nodes each night, even running Windows server.

  4. RMT by Anonymous Coward · · Score: 0

    Make it $ based... After a certain number, start charging extra to get on more popular servers....

  5. Computational Problem by phantomcircuit · · Score: 4, Insightful

    This is a computational problem that the major game studies are hopelessly under prepared to solve.

    Mostly they hire people who get degrees in game design that include very little in the way of computer science. This is actually a fairly difficult problem to solve.

    The fundamental design flaw they all have is that servers represent space in the game, it's a flawed assumption about the best model to use.

    1. Re:Computational Problem by Anonymous Coward · · Score: 2, Insightful

      The fundamental design flaw they all have is that servers represent space in the game, it's a flawed assumption about the best model to use.

      I'll bite, what's the best model to use?

    2. Re:Computational Problem by Surt · · Score: 1

      None of the major studios hires people out of the game design programs. And certainly not for software development.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    3. Re:Computational Problem by phantomcircuit · · Score: 1

      I have no idea what the best model to use is, but I'm certain it is not mapping servers to certain regions.

      If you map servers to regions there is no way for you to have interaction between the regions, as the load increases on a particular area you inevitably must reduce the size of the area each server covers or restrict the number of players in the area. So either you have an ever reduced radius in which you player can interact with the environment or you have to restrict the number of players in a region. Neither of those options sound good to me.

    4. Re:Computational Problem by Jeremi · · Score: 2, Interesting

      The fundamental design flaw they all have is that servers represent space in the game, it's a flawed assumption about the best model to use.

      I'm probably just being naive here, but isn't the flaw really that the servers represent a fixed amount of space in the game, while at the same time the amount ("density") of user activity in a given space can vary, and therefore the amount of processing and I/O needed to support that space can become more than the server can support?

      If so, perhaps a solution would be to make the server's "game-space-allocation" variable... i.e. if a server gets too busy, it allocates another server (from Amazon's E3 cloud or wherever) and transfer half of its game-space (and therefore half of its load) over to the new server. Conversely, if a server becomes underutililized it could merge itself back together with another underutilized server to cut costs.

      Of course that would still leave unsolved the problem of seamless interactions across neighboring servers, but it's Sunday so I'm not going to think about that.

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    5. Re:Computational Problem by phantomcircuit · · Score: 1

      If you simply split the in game area between two servers every time the load gets too great you'd end up with areas where you can neither see nor interact with players right next to you.

    6. Re:Computational Problem by Trepidity · · Score: 2, Informative

      It depends what you count as "game design". CMU's ETC gets a lot of its grads hired, though it's a masters program, and a large proportion of people there have CS bachelors' degrees already. UC Santa Cruz gets its game-design/CS grads hired also, but it's in the CS department and more of a "game-flavored CS" degree than a game-design degree. Even the more humanities-oriented game-design programs seem to be having some success, but their graduates tend to get hired as designers or artists rather than programmers.

      The GP's post doesn't really make any sense, though. The people at major studios working on network-architecture problems are of course network-architecture people, not game designers. In some cases they might not even really know much about game design, beyond what they've needed to learn to deal with the network architecture.

    7. Re:Computational Problem by santiagodraco · · Score: 1

      Ah huh?

      It's a design problem, plain and simple. If your designers are dumb enough to dedicate a server without instancing areas, and then expect those servers to not max out, then they need to be fired.

      Aion's design is just as bad as everyone elses.

      Champions Online, Anarchy Only even, and others have shown how it can and does work with proper design.

      If you try to stuff 100 sardines into a can designed to hold 50 you are going to end up with a mess on your hands. Pretty simple logic.

    8. Re:Computational Problem by santiagodraco · · Score: 0

      You have no idea because you are talking out your you know what. Don't make fluff posts and you won't have your ignorance called out in the open.

    9. Re:Computational Problem by Zorpheus · · Score: 1

      What about this: Do not let a server reperesent a region of space in the world, but a process. The regions should be smaller than they would be for a whole server representing them. Then run several of these processes on one server. If one server has too much load, move a process to a different server.

    10. Re:Computational Problem by Anonymous Coward · · Score: 0

      You missed the "seamless interaction across neighbouring servers" bit.
      Though really, call it a feature. Evil Adversary X, whose dark magic is terrorizing the whole of kingdom Y, has released a mystical Death Fog that feeds on life force, and will close in on any great gathering of people. That explains the sparse population of even the largest cities. (Most everyone has moved to smaller settlements), it discourages large gatherings of players, and it gives you a means of handling them when they happen.

    11. Re:Computational Problem by Yokaze · · Score: 1

      > If you simply split the in game area between two servers every time the load gets too great you'd end up with areas where you can neither see nor interact with players right next to you.

      That is only an issue, if you insist on no communication between servers (hard-handover). If you have a soft hand-over, and servers share information about the border regions, it becomes a non-issue.
      You might be limited to interact only with the next, say, 1000 people next to you. Hardly unrealistic.

      While keeping such a world consistent would be quite challenging, I wouldn't consider it impossible. The question remains, would the required amount of communication between the servers get overhand?

      --
      "Between strong and weak, between rich and poor [...], it is freedom which oppresses and the law which sets free"
    12. Re:Computational Problem by Anonymous Coward · · Score: 0

      Getting your grad hired, and hired into a major studio are different things.

    13. Re:Computational Problem by phantomcircuit · · Score: 1

      Uh it should be obvious to anybody that if servers map directly to area in the game, and there is no interaction between the servers except to transfer players, then you either have a fundamental density limitation based on the most powerful single server you can get, or you have a direct correlation to player density in an area and the size of the area they can interact with. Obviously with servers mapping to in game area you could end up with a situation in which you cant see the guy standing right next to you because the servers have split right there.

    14. Re:Computational Problem by Matthew+Weigel · · Score: 4, Informative

      Heh, no. I'm an MMOG server programmer, and I know a fair number of others, and a lot of us have backgrounds in distributed computing, with plenty spending time in academia before being lured into games. That game companies mostly hire people with game design degrees is a falsehood propagated by the institutions that offer those degrees. For one thing, there simply aren't enough people going through those schools to feed the industry's need for fresh meat; for another, the quality of programmers fresh out of any school is generally insufficient.

      As for fundamental design flaws... eh. I've heard plenty of that kind of talk from (for example) Project Darkstar; it's easy to say that, it's a lot harder to actually do the research to understand all the options and the inherent flaws in each. Interestingly, even EVE Online - lauded for its one-world approach - uses geographic decomposition too, and it works just fine most of the time (and now they've got a system for dedicating special hardware to the corner cases).

      --
      --Matthew
    15. Re:Computational Problem by kj_kabaje · · Score: 1

      Wow! I had no idea Central Michigan's program was so well regarded. ;-)

    16. Re:Computational Problem by Trepidity · · Score: 2, Insightful

      They're pretty close to equivalent statements, though, since the major studios are such a large percentage of the total job market. If you're getting your grads hired somewhere, that somewhere is likely to be, in large part, Electronic Arts, UbiSoft, Activision/Blizzard, Microsoft Game Studios, etc.

    17. Re:Computational Problem by Anonymous Coward · · Score: 0

      what i find intesting about these disucssions, is everyone forgets about the more important side. the client side.

      you mention AO in doing some things right. as a player since 2002, i can tell you, its problem with lots of players in an area is the game client, not the servers (which were recently all replaced to modern hardware). the client just cant handle loading all the textures of everyone, and then having to remember where everyone is. then add on any dynamic lighting, etc. the clients have to make a trade off... and find some balance between pushing out uber graphics and being able to render a ton of people.

    18. Re:Computational Problem by TTimo · · Score: 1

      It is fairly difficult to solve, and it's arguable what you gain from solving it. Truth is, most of the MMO player base is used to the sharding and isn't clamoring for anything else. EvE appeals to the nerdiest of that group, and scalability past their current numbers is far from proven (specially around the large trade hubs and markets like Jita).

    19. Re:Computational Problem by Anonymous Coward · · Score: 0

      coded many multi-million user games have you?

    20. Re:Computational Problem by oPless · · Score: 1

      Actually, the 'not seeing' part is reasonably straightforward to solve (lots of interaction between servers), but there would be a lot of cases of "weirdness along the edge"

      Anyone who's done at least the modicum of thought into the solving of player density & server loading in MMOs would have hit this one.

    21. Re:Computational Problem by Bat+Country · · Score: 4, Interesting

      This fellow was inadvertently correct. Representing space (volume) by putting sections of it onto single computers is a bad idea. Inevitably, no matter how good your design or how well-ordered your content is, some areas are going to become more popular than others. Hence, you're going to get congestion.

      A much better model is representing player (and non-player) actions as work units then distributing them evenly across a network of linked computers then getting an integrated result for each "region" (zone, map, city, whatever) each server frame. Make the server frames something like 50 frames per second and have player actions lag about 2-3 frames behind server-side action and you'll see little delay on the client machines but help mitigate potential race conditions between player actions (both players simultaneously attacking and reporting that they attacked on server frame 2,348,342 and both score a fatal blow on the other).

      To mitigate player lag you can distribute update packets based on the density of the update vs the distance of the events from the player vs the player's average data rate.

      Of course, that's just my two cents.

      --
      The land shall stone them with the bread of his son.
    22. Re:Computational Problem by tibman · · Score: 1

      In EVE, servers are mapped directly to solar systems and they are in turn connected together. The market, contract system, chat, maps, everything in the game works the same no matter what system/server you are in.

      If your alliance is having epic battles you can submit a request for more power in abcd-e system and they will temporarily allocate more power there. Typically this is done in advance because when you jump in 100+ capitals and 300+ support ships you want everything to be running smoothly from the get-go :)

      --
      http://soylentnews.org/~tibman
    23. Re:Computational Problem by Knetzar · · Score: 2, Informative

      IBM has done some research into this: http://domino.watson.ibm.com/tchjr/journalindex.nsf/0/e7437d40ec477c7385257100007be30a?OpenDocument

      Supposedly, it was even able to handle missiles crossing regions.

    24. Re:Computational Problem by Anonymous Coward · · Score: 0

      No. The problem isn't lag or poor server performance.

      The problem is how to avoid overpopulated areas (or almost empty ones) because playing with too many / too few players is not funny. It's a problem of game design, not a technical one.
      You need a good balance of low/high level players for the game to be fun (specially for PvP): e.g. 500 players @lvl 1-10, 400 @11-20, 300 @21-30, etc...


      The solution is to use queues, and let new players enter the game when the older ones have already leveled up a few levels.

    25. Re:Computational Problem by Nefarious+Wheel · · Score: 3, Interesting

      The fundamental design flaw they all have is that servers represent space in the game, it's a flawed assumption about the best model to use.

      I'll bite, what's the best model to use?

      Whether it was meant that way or not, that's a good point; I would wonder if it wasn't servers that represented space in the game (in terms of your computational point of view) but rather database connections - because when you think about it, you're really just moving data structures around during game play.

      All the clever graphics runs in the memory of the gamers' PCs; details about in-game items and their status (i.e. item stats, equipped, in the backpack, where in the backpack, their state of repair etc.) just live in little pages that move up and down the link between gamer and "gamespace".

      True, there's a lot of item contention involved (who killed what mob, rolling on loot etc.) but I wonder if the true question of managing parallel game spaces and making them work isn't embedded in the replication of tables from one database instance to another. This is well established technique for most databases. That could imply the need for very fast interprocessor communications, presumably because warlocks consume rowlocks.

      The most complex software I've been into deeply enough to notice was VMS, some years ago - and that appeared to be a case where clever data structures did nearly all the work (that and REI of course ;) and good data structures meant a lot less algorithm. It's an approach. To recap, I think it's easier to think of "game space" as a database issue, rather than a processor one. Your Beowulf cluster of hot grits just provides CPU cycles, really, and that's not quite as difficult to share.

      --
      Do not mock my vision of impractical footwear
    26. Re:Computational Problem by The+Living+Fractal · · Score: 2, Interesting

      They are as prepared to solve it as the business model is prepared to pay for it, and frankly, there's no proof that spending the amount of money it would take to increase the amount of concurrent players in a specific area at once would be worth the investment. So, why?

      And furthermore, your presumption about the limitations being the result of a design flaw regarding servers representing game space is incorrect.

      The problem is simply one of technical capability and cost: technology isn't good enough and the cost is too high (these are correlated). Servers are irrelevant; the problem is the network. The technological networking requirements to handle multiple concurrent players in a game space grows logarithmically with the number of players who can interact in 'real time'.

      Two players in the same area need only send and receive information about themselves and the other player. Fifty players in the same area means the server must send the actions of all 50 of those players to each and every player. In other words, on a rough maximum, that's approximately 600 times as much data going around than with the two player scenario (2500 vs 4).

      Up this number to 250, and you have over 60,000 times as much data moving around. At 1000 players you have 250,000 times as much data moving around than with the original 2 players.

      Let's imagine that with all of the overhead -- network security, game action, other information, etc -- each player must be sent several kilobytes a second over the net. For solo players, this would be the minimum and if they had a really slow connection, like say dial-up, they really wouldn't be able to enjoy the experience. Remember, this is for solo players who are alone in the MMO world. But what about those well-organized huge battles?

      Even if only 1k/second of each player's network resource requirement was movement/action information, and you have 1000 players in an area, then you are potentially already up to 1000kb/sec of bandwidth that each player would need to just to experience the event in 'real time'. And for the server? The server has to send this data to all 1000 of those players in 'real time', which means that for an epic battle in say Star Wars Galaxies of the Rebels vs. the Imperials, with 500 players on each side, all in a fantastic melee, the server is forced to have an upload bandwidth of 1,000,000kb/s, or 1000mb/s or 1gb/s.

      Now, I don't know about you, but I think maintaining a 1 gigabyte per second upload bandwidth for what amounts to a very small percentage of the playerbase is not exactly a feasible situation given the technology we have today.

      disclaimer: I've used rough numbers, only to serve as examples. I believe my premise is sound, though I admit that the final numbers could work out to be much lower than what I've written here. I'm doubtful that anyone with real experience in the matter is going to come forward with 'real' numbers, but I would be grateful if they did.

      --
      I do not respond to cowards. Especially anonymous ones.
    27. Re:Computational Problem by nstrom · · Score: 1

      Carnegie Mellon University, not Central Mich.

    28. Re:Computational Problem by bjourne · · Score: 1

      Can we presume you have a degree in game design then.

    29. Re:Computational Problem by bjourne · · Score: 1

      The data needed to transfer only grows exponentially if the server naively sends to much data to the client. Let's say there are 100,000 players in one spot. Using your numbers that would mean sending 100mb/s of traffic to each player. Obviously that won't work.

      What if you rendered all the players data on the server and streamed it to them? Using high definition video that would mean sending "only" about 1.2mb/s per player. It is not a realistic idea, but the bandwidth need would now grow linearly with the number of players and not exponentially. Basically you can trade bandwidth with CPU processing like this.

    30. Re:Computational Problem by phantomcircuit · · Score: 1

      The problem is simply one of technical capability and cost: technology isn't good enough and the cost is too high (these are correlated). Servers are irrelevant; the problem is the network. The technological networking requirements to handle multiple concurrent players in a game space grows logarithmically with the number of players who can interact in 'real time'.

      First of all I'm going to assume that you mean the bandwidth grows exponentially as the number of players interacting with each other increases. Logarithmic growth would be excellent (the n+1th player would cost less than the nth player).

      You do have a point other than that.

    31. Re:Computational Problem by Anonymous Coward · · Score: 0

      "If you map servers to regions there is no way for you to have interaction between the regions"

      Because there is *no way* two servers could interact.

    32. Re:Computational Problem by MichaelSmith · · Score: 1

      The fundamental design flaw they all have is that servers represent space in the game, it's a flawed assumption about the best model to use.

      I'll bite, what's the best model to use?

      P2P.

    33. Re:Computational Problem by cgenman · · Score: 1

      Mostly they hire people who get degrees in game design that include very little in the way of computer science. This is actually a fairly difficult problem to solve.

      I'm going to go out on a limb here and guess that you're not in game development, or if you are it's at some hopelessly corporate part of the chain. I've actually only encountered 3 developers with game design degrees, none of whom were programmers. Further, all of the network engineers at Turbine and the other MMO studios that I've met have been very traditional, hardheaded computer geeks.

      Perhaps if you stopped just across-the-board thinking that they're doing it wrong, and started wondering why the systems are setup the way they are right now, you'd learn something.

    34. Re:Computational Problem by inio · · Score: 3, Interesting

      You're close to right. There's been a lot of work on completely non-spatial distributed server architectures (mostly using distributed hash tables and occasionally multicast between servers) but they don't scale as well as expected. There's a reason for spatial partitioning - things close to each other tend to interact more.

      Fixed partitioning is the easy way to do spatial partioning - you drop boundaries and migrate objects that cross them. Often you use design to allow interaction between partitions to be ignored, so you don't need any communication between servers besides migration. Dynamic partitioning would largely solve this problem (as, generally, you're never actually in a region where you can interact with more than a several dozen other players) but is HARD if you want consistency.

      Guaranteeing instantaneous consistency is impossible - you've got hundreds to thousands of servers and keeping them all in lockstep at 30Hz with a potential for same-frame interaction between objects just isn't going to happen. Instead, what if you thought of the game as a simulation of abstract moore machines. Every frame each object looks at the state of of the wold and then sets it's state for the next frame and maybe creates other objects. Inter-object events can be modeled as objects that exist for a single frame and the receiver looks for. This means no instantaneous inter-object communication, but that's generally acceptable and likely unavoidable.

      Now, network latency between servers could still be a problem: as the system grows it's impossible to keep it in lock-step even with the slightly relaxed communication requirements. This can be solved by employing a technique used in distributed databases: eventual consistency. Lets explicitly allow inconsistent state to exist between servers instantaneously, but guaranty that it will be eventually be resolved. Lets have objects use a subscription model for their observations and send those subscriptions to all servers that might contain matching objects. When a server sees an object matching a remote subscription it sends over the object with enough state to run a dumb predictor (that can't look at the dynamic state of any other objects). The server with the subscribing object can then use that state and predictor to keep the object in sync and then service the actual subscription. Back on the server with the object that mached the subscription, it makes a local copy of the proxy it sent. It updates the copy along the the rest of the work, and compares it with the real object to detect when the remote server made an incorrect prediction. In this event, it sends an update to the subscribing server with the new state.

      Now you should say, "Wait! That update won't arrive until the server had already run the simulation for that frame!". Yep, you're probably right. However, because there's this subscription data available, the server can very efficiently re-run the simulation, touching only objects that might have detected the change (and any consequential changes). This might cause further updates to other servers, but because of generally sparse nature of interactions in games, the state on all servers for a given frame will quickly be consistent.

      This was almost my thesis before I got pulled into graphics and wii remotes. If this interests you and you'd like to see an early paper about it, drop me a line: [my_username]@[my_username].org.

    35. Re:Computational Problem by hab136 · · Score: 1

      Even if only 1k/second of each player's network resource requirement was movement/action information,

      Your numbers are fairly high.

      timestamp (32 bits = 4 bytes), object id (4 bytes), object position (x,y,z = 4,4,4 bytes = 12 bytes), object action (4 bytes), object action receivers (1 byte for count, 4 bytes per receiver id).

      Simple case (movement, or no receivers):
      8 bytes for timestamp and object id, 12 bytes for positon, 4 bytes for action (movement), 1 byte for receiver count (in this case, zero). 25 bytes.

      Complex case:
      George moves to position a,b,c and shoots 57 guys at once. 20 bytes for the id and movement, 57*4+1+4 = 233 bytes for the shooting (receiver count = 57, followed by 57*4 object ids). 253 bytes.

      Simple case, 1000 people, 30 updates per second = 1000*30*20 = 585 kb/sec

    36. Re:Computational Problem by hab136 · · Score: 1

      Oops, I meant to hit "cancel" and of course instead hit "submit" after I proved myself wrong. Sigh.

    37. Re:Computational Problem by Jartan · · Score: 1

      EvE is lauded for it's one-world approach, not for it's technical implementation of said system. They are a very transparent company and it's fairly obvious that even they think their original design was amateur trash that they've been forced to duct tape into something almost passable.

    38. Re:Computational Problem by bickerdyke · · Score: 1

      What about removing the concept of "space" from the busy places at all?

      I could imagine much more effective user interfaces for e.g. trading than a graphical reprensentation of a space stations interior. Espescially if you have to share it with x000 avatars at the same time. Sure, walking into different shops is a nice metaphore for acessing different buy/sell lists, but it's a ineffective way to do so. But x000 palyers simply doing their buissness with no interest in p2p-interaction are only clogging the server.

      Why not even take it a step further? When you leave WoW inside an inn, make all the basic town-features (shops, mail, chat) acessible over a web interface (or modified IRC). Besides removing server load from the servers representing the busy "spaces", you're able to play a vital part of the game without any special client software.

      --
      bickerdyke
    39. Re:Computational Problem by mrrudge · · Score: 1

      Translation :
      I don't know the answer either, in fact, I understand but a very small part of the problem and that viewed from an appreciable distance.

      I'm pretty sure that it's got something to do with those damn design kids with their fancy degrees, and that my cursory glance at the subject has pinpointed the fundamental flaw which these incredibly clever people who are actually running worlds allowing thousands of people to interact have somehow missed.

      Insightful ? The people doing the networking / server code on Eve & Wow & Etc. are game designers ? My God.

    40. Re:Computational Problem by T.E.D. · · Score: 1

      To mitigate player lag you can distribute update packets based on the density of the update vs the distance of the events from the player vs the player's average data rate.

      That isn't going to help one bit with The Ironforge Auction House Problem. No matter what you do, there are going to be places where large numbers of players are going to want to be at the same time; more than a client PC and/or its network connection can be expected to handle.

    41. Re:Computational Problem by T.E.D. · · Score: 2, Insightful

      Thank you so much for posting this. As a professional software developer myself, most of these arguments I'm seeing in posts like the GP look very familiar: They are the kind of stuff you hear when somebody unfamiliar with the gritty details of a problem just cannot accept that it is not easy to solve.

      It is a pretty good bet that some professional has taken the time to look deeply into every "good idea" that a slashot poster is liable to come up with in 5 minutes of thought. If nobody's doing it, it is probably because there are problems with that approach.

    42. Re:Computational Problem by Anonymous Coward · · Score: 0

      The issue isn't only one of data transfer and processing, but play experience for the users. EVE works pretty well, but it doesn't have anything like the install base of World of Warcraft. Imagine if all the servers in WoW were a single integrated place. Putting aside issues of computer capability to handle the information transfer and graphics necessary to draw all the other player models and interact with them, popular places in the city (banks, auction houses, inns, etc.) would pretty much be unusable due to the number of players trying to access them all at once. You'd hardly be able to see where to go on the inside of the building, due to the number of players crowded in. Expanding the cities won't necessarily help this, either. To take a real-world example, there are plenty of banks in the greater Pittsburgh area, but if I go to my bank to deposit my paycheck at a busy time, there can easily be fifty people waiting for the same service that I am. I doubt any game company would realistically be able to model enough of the popular places in the game to prevent severe overcrowding during busy hours. Instancing solves those issues, but leaves us with the initial problem of having people unable to readily interact with each other since they may be present in different instances.

      In short, the technology to solve the problem is only one aspect of getting all the players in an MMO together on a unified play area. Solving the problem of how to manage that many players wanting to use the same game resources at once without creating a gamespace that's so crowded in certain areas as to be unusable for most players is a necessary component, as well.

    43. Re:Computational Problem by Matthew+Weigel · · Score: 1

      My point isn't that Eve is a paragon of perfect architecture, it's that the system works. Geographic decomposition is not so flawed that e.g. it requires you to shard your game and set up server queues that ultimately piss people off.

      I'm also not arguing that it's the only or best way to go, but it may very well be right for a particular game anyway.

      --
      --Matthew
    44. Re:Computational Problem by The+Living+Fractal · · Score: 1

      Oops, nice catch. Math was never my strong point :)

      --
      I do not respond to cowards. Especially anonymous ones.
    45. Re:Computational Problem by The+Living+Fractal · · Score: 1

      Haha yeah it's all good. Most people probably think of the network requirements in terms of one update per second, but that's certainly not enough to get a good gaming experience. Your model of 30 per second is closer, but think about FPS games, where 30 updates a second would essentially mean the fastest latency a player could experience was 33.3ms.

      Myself, I can tell the difference between 100ms, 33ms and 0ms (when I'm the server). At 100ms I can hold my own pretty well against anyone. At 33ms I am competitive. At 0ms, I become a unstoppable machine and people call me a cheater.

      Granted, MMOs hardly need to give every player an update every 5-10ms.

      Anyway, as one person responded to me, if you created a thin-client MMO which did all of the computation on the server side and streamed the video to the player then you'd have a linear growth model. Only problem is that currently that model would use MUCH more bandwidth for the average player than what is currently used, so it's just not practical... yet.

      --
      I do not respond to cowards. Especially anonymous ones.
    46. Re:Computational Problem by The+Living+Fractal · · Score: 1

      I agree. And you're right-- it's not realistic right now to increase the average bandwidth per player a thousand-fold. This change would require a technological step-change in available bandwidth to pull off. It would be very cool though.

      Also, you would never have to go to the store to buy the game, and you'd never have to download the game or install the game on your machine. You'd never have to patch it either. As soon as you're ready, the game streams to you. No waiting.

      On the downside, customization and modding would be more difficult, but not impossible.

      --
      I do not respond to cowards. Especially anonymous ones.
    47. Re:Computational Problem by The+Living+Fractal · · Score: 1

      To solve this a game would have to take a lesson from the real world. There isn't just one bank in the Pittsburgh area, and if the demand increases enough then more will arise to reap the reward of that demand (and lessen the waiting times at other banks).

      MMOs could and should do the same thing with city design. There is no need to instance this: players would learn the hard way at first that trying to get to their bank/storage at the busiest bank in town is going to be problematic for them. And implementing a 'solid body' mode in the cities would mean you simply couldn't go there anyway if it was too packed, because you can't walk through people (which to me was always an immersion destroyer anyway).

      So what happens when 10 or more asshats decide they're going to stand in the entrance to the auction house, blocking everyone's access?

      The game responds intelligently, because it has an algorithm that detects if any city entrance has been blocked for x amount of time. If so, the game dispatches law enforcement type NPCs to the area and they break it up. Failing that, the game then just turns off the solid body mode in that area temporarily.

      --
      I do not respond to cowards. Especially anonymous ones.
    48. Re:Computational Problem by tuomoks · · Score: 1

      Very good! And the original reply is correct, this is a computational problem. Actually not only game related, the real life (heh) has often same kind of problems and they can't be solved just by more efficient hw, load balancers, whatever.

      There is another article in /. about Swarm, interesting and partially related. This is a common, not just the setup time but "users" moving around - say between networks, not loosing anything, not even a voice connection to maybe tens of others in a conference call, etc. Timings, dynamic resources, authentications, authorizations, security keys, and so on, all follow.

      System architecture is the key but also what "language" is used, some as Erlang support easily to build systems like that, some don't. I just wonder, seen a couple of these, even game, systems - not all very well thought, modeling and capacity planning was overlooked at some point.

    49. Re:Computational Problem by ichigo+2.0 · · Score: 1

      Well yes, but that really isn't a server problem and shouldn't be used as an excuse to limit games to smaller shards. If the client hardware isn't up to it just don't render all the player characters and if the network connection isn't fast enough tell the server to send less/smaller updates. Still much preferable to limiting the design of the game world itself.

    50. Re:Computational Problem by Bat+Country · · Score: 1

      Actually, that was another point I had wanted to make but really didn't see any discussions in which it was on topic.

      The Ironforge Auction House problem and the Newbie Zone problems are related but extremely distinct game design flaws - you deliberately create an area where congestion will happen because you can't figure out how better to do it.

      The auction house problem is related to a material economy - make an item-based economy and people will form marketplaces whether you build one or not. Make it hard or slow to travel and there will be only one or two of these marketplaces. If there were a Dwarven eBay that you can get on wherever and a Gnomish UPS that would ship you things then you wouldn't have the congestion, but you'd reduce opportunity for socialization. Far better would be a shifting bazaar which migrated throughout an otherwise unpopulated zone which was reasonably safe to access. Put NPC characters which afforded some sort of benefit, like purchasing less desirable items for the going market rate and selling them back later. Provide some sort of gradation where the most powerful bazaars are harder to find and travel more quietly and you've introduced not only a fun game mechanic but a good solution to congestion.

      The newbie zone problem is a different matter altogether - the designers feel it is necessary to create content which amounts to a tutorial which will keep beginning players from experiencing undue frustration, but it concentrates players together. This is good for the players - they meet peers who can tell them how to do race and location-specific quests, where to buy equipment, how to play their class. This is also bad for the players as it creates scarcity, crowding and a lasting indifference among more senior players who need to spend time in these areas and become tired of answering the same questions over and over. Thus you have congestion without many of the benefits that congestion is created for. Asheron's Call's approach of producing an artificial peerage and mentoring system by which players who collected sworn oaths of fealty would gain in power when their vassals gained power was an interesting idea, but ultimately increased the divide between the experienced players and the newbie players. Ultima Online's approach of putting players right into cities resulted in there being a significant advantage to preying on new players, thus increasing frustration and steepening the learning curve for the newbies. However both had the clear advantage of placing new players socially on the same level as other players and reducing overall congestion by not concentrating and tiering players by character level to as significant a degree.

      So ultimately, these problems of congestion, overcrowding and socialization become game design decisions, not technical problems to be solved. The technical solutions can only help mitigate the problems that will inevitably crop up due to human nature - we're social animals so we group together.

      --
      The land shall stone them with the bread of his son.
    51. Re:Computational Problem by Bat+Country · · Score: 1

      An additional note to the bazaar idea - spread it out a bit. Instead of 3 or 4 flesh-colored statues with infinitely large pockets which vend cornucopiaic supplies of the crap people find in dungeons, there should be a vast marketplace where finding what you want would require retaining the services of a local who could help you find someone who was selling what you want. Then you would physically find the broker in the bazaar amongst the tents who had the goods you were looking for and arrange the purchase. This keeps everybody from being packed into one tiny room as well and reduces the overall time people will be spending congregated around individual NPCs.

      --
      The land shall stone them with the bread of his son.
    52. Re:Computational Problem by MeanderingMind · · Score: 1

      There are a few fundamental problems with your idea.

      First and foremost, real world demand for resources such as banks, grocery stores and the like is generated based on where people live and work, and the routes in between. In real life, the busy places are those which sit near or on a nexus of these routes and locations. Because only so many people can be fit into a single area, the distribution is largely even, and where it's not competing business will naturally split things up.

      In order for the same to be true in most MMOs there would have to be radical changes to very nature of how people travel and live. As it stands, in WoW players bind themselves to a particular Inn and this becomes their home. There is effectively only one inn per faction per neutral city, so all players of a given faction are filtering through the same home. Thus, it doesn't matter how many alternative bank or other resources you spawn, as long as all players enter the city through the same home it doesn't change which resource is closest to home. This resource will always be the busiest no matter how bad it gets.

      In order to avoid this you'll have to spawn additional Inns, but this presents its own problems. Players will filter on their own to new Inns, but this requires they're aware of them and willing to put up with relearning where the local resources are positioned. Moreover, the population can quickly expand again, requiring a new inn and players to once again move and relearn their bearings. This continual displacement is neither fun nor productive.

      Another issue are the unique locations that can't be duplicated without stretching disbelief. A memorial for an important lore character, the citadel containing the leader of the city, an important dungeon or lore location, all of these things can not be duplicated. Thus, you have to provide a method for players to instantly transport themselves to these vital locations in the city or face the natural inclination of players to plant roots nearest to these important places. The game can keep spawning new inns and resources to its heart's content, but players will avoid the outermost edges like the plague if it increases their travel time these pivotal points.

      It's not an impossible problem to solve, and an MMO implementing something along the lines of your suggestion could be interesting, but it isn't a complete solution as it stands.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    53. Re:Computational Problem by T.E.D. · · Score: 1

      Sharding or instancing is the only possible solution to this. Less updates = lag. When you get to somewhere like Ironforge, the lag gets unbearable. If you don't display some characters, mobs would be dying for no apparent reason (perhaps even ones you attack). Players might pop in and out like Christmas lights. That just won't work.

      You could try to design the game with no natural chokepoints, but that means you can't have quest givers or quest items/mobs with a specific game location. In fact, you couldn't have any special locations at all. Perhaps doable, but it would be a weird and awkward game.

    54. Re:Computational Problem by Rhys · · Score: 1

      This is very similar to the way Asheron's Call used to handle things. One single land-mass with servers that split the load between them *and* could re-balance (within limits) on the fly. Unfortunately I think the way they split things was rather primitive, a 1-d split that was mostly north-south gridlines (with some variation around impassable obstacles).

      This works well until you try to concentrate the whole server population in a single instance due to an event. Then it falls apart.

      It also falls apart when you have people hacking at the servers. It used to be popular to crash the server in order to dupe items. That was great for the exploiters, but not so great for the rest of us when your travel from point A to point B took you through the crashed world-slice.

      --
      Slashdot Patriotism: We Support our Dupes!
    55. Re:Computational Problem by ichigo+2.0 · · Score: 1

      Sharding or instancing is the only possible solution to this. Less updates = lag. When you get to somewhere like Ironforge, the lag gets unbearable. If you don't display some characters, mobs would be dying for no apparent reason (perhaps even ones you attack). Players might pop in and out like Christmas lights. That just won't work.

      I don't see why the lack of horsepower/bandwidth on the client's side can only be rectified through game design. Of course, a game can't use infinite amounts of bandwidth but most MMO's these days seem to be designed with 56k modems in mind...

  6. It's not just technical scale by StreetStealth · · Score: 3, Interesting

    The question of scale for an MMO applies to more than just the ability of the servers to host an increasing number of simultaneous players in a single virtual world. It's also about gameplay, and the MMO paradox: the more massive the world, the less important each player. I would argue that one of the factors in WoW's enduring success is that Blizzard knew when to add new servers not purely for performance reasons, but also to keep the number of players in any particular server at a particular sweet spot.

    Too few players and there's no sense of a living, persistent world; too many players and that world is stifling and uninviting.

    Actually, it will be interesting to see how things play out with Sony's MAG -- an action game that sits somewhere between classic multiplayer and MMO scale.

    --
    Your mind is clear / The things that you fear / Will fade with how much you / Believe what you hear
    1. Re:It's not just technical scale by Rakshasa+Taisab · · Score: 3, Insightful

      Too few players and there's no sense of a living, persistent world; too many players and that world is stifling and uninviting.

      It will only be stifling and uninviting if you force/encourage everyone to go to the same places and dungeons. In EVE there's regularly 50k players online at peak hours, and the central market system has up to 1300 players. The game play is such that you do not feel yourself 'crowded in', while still making it clear that you're one amongst many.

      You might think it's a bad thing, yet that's looking at it from the WoW perspective were 'everyone is a hero'. In EVE there are only a few real hero's, yet those that are well known have done something of true significance in the game. It's not just a fake hero feeling from playing a game that was designed to make everyone achieve the same thing.

      --
      - These characters were randomly selected.
    2. Re:It's not just technical scale by murdocj · · Score: 0, Offtopic

      You might think it's a bad thing, yet that's looking at it from the WoW perspective were 'everyone is a hero'. In EVE there are only a few real hero's, yet those that are well known have done something of true significance in the game. It's not just a fake hero feeling from playing a game that was designed to make everyone achieve the same thing.

      I question the meaning of being a "hero" in a video game. Are we talking about the rare gamer who has faster reflexes and a deep understanding of how to counter every move his opponent makes? Or is it just Cartman sitting in his basement spending 24x7 killing boars?

      The strength of WoW is that I can go in to the game, play for a bit, have some fun, feel a sense of accomplishment, and leave. If I want to feel like a grunt supporting some massive guild or corporation, all I have to go is go in to work, where my status is abundantly clear.

      What Blizzard understands and has mastered is that games need to be fun. WoW, unlike a lot of MMOs, is not necessarily an alternate life. You don't have to live in the game to enjoy the game. Blizzard makes the game fun, regardless of how you like to play: pvp, pve, exploring, crafting, alts, endgame, social experience, whatever.

    3. Re:It's not just technical scale by Patch86 · · Score: 1

      Because of the nature of EVE's gameplay, being a "hero" is a lot more than memorizing moves or grinding. The cut and thrust of the gameplay is mostly tactical- there are relatively few different "things" you can do in battle, but how you choose to balance and utilize them is you decision.

      But to be honest, what really makes the difference in EVE is bravery. In EVE, the losses of an exploding ship are extremely meaningful- you lose something, and it's lost.

      When you come across players with a good mind for tactics, the willingness to put themselves on the front line, and the charisma to persuade others to do the same...that's the sort of person that becomes a famous name.

      The strength of EVE is that everything really feels like it really, really matters. Much of that would be lost without the feeling of the single shard.

    4. Re:It's not just technical scale by Opportunist · · Score: 1

      But in the end, to be a hero in EvE you have to stand on someone else's shoulders. Nobody gets to fly a carrier by his own work alone. And if, he won't fly it for long...

      Besides, if any game is not suited for "heroic" gameplay, it's EvE. EvE is a game of numbers. In a massive battle, you can be hero all you want. If you're the first cf target, you die.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:It's not just technical scale by Opportunist · · Score: 1

      EvE solved the crowding problem in a unique and, imo, quite sensible way: There is no linear area grinding. You don't go to area x from level y to level z, then move on to the next area where, again, you stay for x levels. This is how it's done in traditional MMOs and this does invariably lead to crowding. Because, at start, everyone will be in one area and then only slowly people start to stretch along the leveling ranges.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:It's not just technical scale by apoc.famine · · Score: 1

      living, persistent world

      I wish there was such a thing. But in most, when I kill that mob, it respawns. When I save the fair maiden from the terrible folks, she shows back up there ten minutes later. And I can't even save her a second time. That's not a living, persistent world. That's a dead, static world, which I can deform for a moment, but which snaps back into its old form after.
       
      I'd love to see a game where the world really did change based on your actions. It shouldn't be that hard - if everyone in a party has saved the farmer's wife from the trolls, she doesn't show up, and the troll camp is empty. Forever. If you killed the goblin leader, and everyone else there did too, the goblins are gone. I'd really love to see that.

      --
      Velociraptor = Distiraptor / Timeraptor
    7. Re:It's not just technical scale by Ascagnel · · Score: 1

      MAG is a different beast altogether. Unlike something like PlanetSide (which was a slower-paced FPS with a lot of background, engineer-type roles making substantial portions of gameplay), MAG is a twitch shooter based on the style of the SOCOM games. NovaLogic did 256 players 5 years ago, and nobody noticed, when they released Joint Operations. It supported 256 players, and until EVE came along, had the world record for most players. The issue with 256 players isn't lag or processing power (anymore, at least). Its a difficult task for the players to keep everything straight when you have that many on a single server.

      --
      "It's the end of the world as we know it, and I feel fine."
    8. Re:It's not just technical scale by rdwulfe · · Score: 1

      I would tend to agree with Rakshasa... but in some ways, I disagree. In Eve, you are a Capsuleer. The NPC pilots you face are ships 'merely' crewed by normal crewmen. A capsuleer is immortal,.. yet has to protect their fragile mind from degradation from the temporary capsule death. In some ways, you are special and unique... But there are others like you, others whom you must work with or against. Either you form up with others, or you strike it alone, try to become known as a great hero, or the bane of others... Either way, you effect others' lives, you interact and change. You make yourself known to those around you, in your corporation and alliance, in your region of space. When others recognize you in Eve, your name can become known across thousands of systems. Chribba, Bobby Atlas, and so on. If you play Eve, and have any awareness at all, you know of these people eventually. The facility exists to become more than a mere 'paladin tank' who is 'useful on a raid'.

    9. Re:It's not just technical scale by Anonymous Coward · · Score: 0

      WoW's phasing technology does that... or is suppose to (I havent experienced it first hand)

    10. Re:It's not just technical scale by Jedi+Alec · · Score: 1

      But in the end, to be a hero in EvE you have to stand on someone else's shoulders. Nobody gets to fly a carrier by his own work alone. And if, he won't fly it for long...

      Besides, if any game is not suited for "heroic" gameplay, it's EvE. EvE is a game of numbers. In a massive battle, you can be hero all you want. If you're the first cf target, you die.

      Ah, the same tired old rant. You realize you don't *have* to engage in massive fleet battles right. And just because a carrier is *big* doesn't mean it's some sort of endgame monster that'll allow a player to rule the universe.

      Heck, I've taken a single HAC out against 4 or 5 opponents at the same time on numerous occasions. There's plenty of opportunity to be a "hero", if you're willing to take risks most players won't.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    11. Re:It's not just technical scale by bickerdyke · · Score: 1

      That would be kinda cool! After cleaning up the newbie areas, when you later return there, you enter a peaceful, mob-free instance with happy peasants waving towardsy you... sun is shining..... and so on..

      --
      bickerdyke
    12. Re:It's not just technical scale by Muros · · Score: 1

      I think one of the biggest scale issues is the amount of work involved in the design of the game world. Eve supports 45k+ simultaneous connections because the have a server for each star system; however, each of those star systems involved minimal designm, just a star, then a few planets, moons and star bases, all using fairly generic models, and asteroid belts with randomly generated asteroids. Other than that, its just space. Something like warcraft could similarly have a very large game world, instead of what are effectively 4 islands of each about 10-15 square kilometers. But there would be a massive amount more work involved in the design of such a world, and you would have to put in place mechanisms to stop populations from clumping a lot, like slower travel (Another thing Eve has; I can remember from when I played that long journeys could take hours, not just jumping through a mage portal like WOW), and putting in collisions for characters to limit large crowd movements, so that people will naturally avoid excessively populated ares. This would of course have negative gameplay effects, but could be mitigated somewhat by having nonstatic worlds, where settlement patterns, vendors etc follwed player populations on the map.

    13. Re:It's not just technical scale by Permutation+Citizen · · Score: 1

      Yes, at the cost of having players in different phase if they are not at the same step of the quest.

      It has begun with current extension, I expect this to be heavily used in next one.

    14. Re:It's not just technical scale by MeanderingMind · · Score: 1

      Actually, the GP seems very aware of your points. He himself notes that even if an individual could get a Carrier on their own, they wouldn't live for long despite its power, let alone rule the universe.

      The key difference here is that anyone can feel like a hero in WoW. In EvE, as you said yourself, in order to be a hero you have to "take risks most players won't". That may be part of the appeal and thrill of EvE, but at the same time it reinforces the GP's point.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    15. Re:It's not just technical scale by Opportunist · · Score: 1

      Well, being a "hero" in a game is about bragging rights, right? I mean, what's the point of being a hero if nobody knows it? And in EvE, nobody can hear you scream. Or brag, for that matter.

      There's no leaderboard, no ladder system, no official kill board, no way to find out who has the most dough. The only thing that's remotely a gauge on how "powerful" you are is looking at the control zones of the galaxy. And that's no personal account either, since it's an Alliance that usually runs such a space. So maybe being the CEO of the leading corp of an Alliance holding a sizable portion of the galaxy gives you bragging rights.

      And as the game dynamics has it, more often than not this CEO is an alt, a straw man.

      So what's a hero in EvE? If you ask me, EvE isn't about heroism. It's a game of power. So you killed 5 people in your HAC. Ok. Know what? I have not a single kill under my belt after over 5 years of playing. No, really. I never actively engaged in PvP in a PvP heavy game. Still I managed to decide at least two major PvP wars, and have some major impact on the outcome of numerous others. Without firing a single shot. I have resources, I have corps and alliances that owe me more favors that they could ever repay, I have the muscle to call in my favors, and the relevant people know that.

      So, certainly I'm not a war hero in EvE. I can't fight back if I get shot at. But I'm happy with my little place behind the scenes, putting items where they are needed to keep wars fueled for the sides that I decided to align with. Which in turn allows me to call in a favor or two when the time is right. Smaller alliances that bugged me have been dissolved because their member corps decided it's no fun anymore. And larger alliances have lost influence because they decided to fight me. Still, I don't fight. I have people doing that for me.

      This, if you ask me, is power.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  7. Typo by Anonymous Coward · · Score: 0

    typo: EVE online has done well with a single universe game, not single game universe.

  8. Dark Age of Camelot by Renraku · · Score: 2, Informative

    DAoC is now, for most intents and purposes, one server. The cluster is called Ywain, and I think it goes from Ywain-1 to Ywain-9. Each server shares its RvR (realm versus realm) areas with the other servers, so all Ywain players go to the same RvR instance. The main cities do as well. However, outside and in dungeons, the servers are independent. This is to keep 1,000 people from showing up in the same area.

    You can change the server in main cities and other important areas by means of an NPC.

    It's a nice way to do things. If Ywain-1 is too populated, go to Ywain-2. It lets the player decide how full or empty they want their experience to be.

    --
    Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    1. Re:Dark Age of Camelot by LandDolphin · · Score: 1

      Sounds like a nice way to keep the PvP(a.k.a., RvR)areas populated and the PvE areas from being over populated.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    2. Re:Dark Age of Camelot by Ocker3 · · Score: 1

      DDO has a similar system, when you load the game you usually get automatically dropped into one of the worlds with a population that isn't too big, but will still allow you to find a decent party. And you can swap between worlds in taverns iirc. So essentially they have one system of Instanced Worlds, and a system inside that of Instanced Dungeons.

  9. Nature Online by Bazman · · Score: 5, Funny

    ...manages to run a single world instance - it does raytraced graphics in real time, the fees aren't too bad but I'm not sure how to respawn.

    1. Re:Nature Online by Locklear93 · · Score: 5, Funny

      Respawning is easy. It's not coming back as a level 1 dung beetle that's hard.

    2. Re:Nature Online by Anonymous Coward · · Score: 0

      LOL I almost did a google search for "Nature Online"... *sigh*.

    3. Re:Nature Online by Anonymous Coward · · Score: 0

      Did you take the reincarnation option when you created your "Avatar"?

    4. Re:Nature Online by prionic6 · · Score: 1

      Gameplay is shitty, though.

    5. Re:Nature Online by Cloud+K · · Score: 4, Funny

      Ah, no, you combine two characters roughly around level 30 (although some elite players manage it at 13, against the rules in most zones) and spawn a new avatar from that. Curiously, Slashdot players often neglect to work on that particular skill set and often fizzle the Matefinding spell.

      The new avatar does start at level 1 though and you are normally expected to mentor them until at least level 18. And you don't get to play the new avatar yourself - character death is permanent and linked to your account. However there are rumours that your account may be ported to a secret project when your character dies, either on the good or evil side depending on your actions during the original game.

      I also find it quite difficult to get vendors to buy spider legs and pieces of rotting zombie skin from me in this world - it's a lot more focused on tradeskills as a way of earning money.

    6. Re:Nature Online by _Sprocket_ · · Score: 4, Insightful

      Yeah - but that system is riddled with bugs. People are always finding exploits. And the development team is unreachable. I mean, sure - there are those who claim to be community managers but I think most of them are con-artists and trolls. I don't think I've ever managed to get in touch with a real GM. I'm not even sure how their ticketing system really works.

      So sure - you have one example of a single world instance that's pretty popular. But it has so many flaws. And that is really driving a market for a different implementation. Otherwise, you wouldn't see all this competition trying to come up with alternatives.

    7. Re:Nature Online by Anonymous Coward · · Score: 1, Insightful

      Isn't it just a single player game with really good AI ?

    8. Re:Nature Online by jeffasselin · · Score: 1

      That's what *you* think.

      http://en.wikipedia.org/wiki/Many-worlds_interpretation

      might open your mind.

      --
      If he explores all forms and substances Straight homeward to their symbol-essences; He shall not die.
    9. Re:Nature Online by BorgCopyeditor · · Score: 4, Funny

      Depends on your race, class, and faction.

      --
      Shop as usual. And avoid panic buying.
    10. Re:Nature Online by Anonymous Coward · · Score: 0

      Zombie killing isn't a tradeskill?!?! That's it, I quit, and I want a refund on my monthly payment!!!!

    11. Re:Nature Online by Anonymous Coward · · Score: 0

      WASP is so over powered, needs balancing.

    12. Re:Nature Online by john951 · · Score: 1

      the player-driven economy has gone to hell these days though.

    13. Re:Nature Online by Phrogman · · Score: 5, Funny

      The Crafting system is definitely the best in any MMO I have seen. Literally anything can be made and sold if you can find other users who want to buy it, and if the item in question doesn't exist, the system is flexible enough to allow you to create it yourself. Some items are banned though, and there can be severe penalties for attempting to produce or sell them - although in some cases if you have secured a position with an in game guild (called a "Corporation" in Nature Online terminology, or a "Government" in some cases (although usually Corporation own Governments, its complex)), you can get away with it due to guilds have superior rights in game over individual player characters.
      Actually Nature Online is really quite cutting edge with regards to the player created content aspect of the game. Pretty much everything in game is player-created.
      The PvP system is quite evolved, can be highly stressful, and quite well supported. Perma-death does tend to decrease player willingness to participate in PvP however. The fact that PvP can theoretically break out anywhere at any time does lend a certain frisson to the game for some people, although often the likelihood of such impromptu PvP, or even dueling (which has gone out of fashion amongst players) can be determined by the zone you are in.
      Oh, yeah, zoning. The Zoning system is perfect, there is literally no noticeable difference when you zone from one area to another.
      Communications can be a problem. There are great communications tools available (although strangely no universal guild chat of any kind), but while spatial/local chat is free, virtually every other type of chat costs the player "money" (the term for credits/gold in the game).
      Its quite common for players to complain about the maintenance periods in an MMO. Virtually every MMO requires some downtime to do maintenance on the system, but players often find it extremely annoying that they can't play during this period. NO has solved this with a unique approach - each player character regularly undergoes a downtime for maintenance - often as much as 8 hours per day - but the whole system remains running at all times. This asymmetrical approach to server maintenance means that each individual can choose the time for their downtime maintenance, and its even flexible enough to allow you to break the roughly 8 hours required up into smaller periods stretched out over the day (although this is not recommended) or even to skip nightly maintenance entirely - although this can end up in resulting in a longer maintenance period the following day, and if repeated too many times in a row can result in distorted graphics, lag and lowered response times in many areas of the game.
      Overall Nature Online is a superior title and one that many MMO players should investigate more (although virtually all of them have one of the free accounts you recieve if you are lucky enough to be invited to the game, many do not participate beyond the minimums required to get started). It does have a long learning curve. It does have permadeath (although as noted above some people believe you do get a new account at a later date, some people believe you end up in new secret projects that are perhaps in beta at the moment. Its all based on wild player speculations, so take it with a grain of salt). It does have the most unique and engaging new player creation system ever devised, which allows 2 players to create a new account that will be handed out to a random recipient. In fact this system is so much fun many players engage in it just for the enjoyment of the process - sometimes even to the degree that they ignore the actual requirement that both players cannot be of the same "gender" (an obscure classification of character sub-type that is one of the things you can't choose when you are spawned). If for no other reason I highly suggest you explore this subsystem of the game, it really is unrivaled by any other system in any other MMO, period. Its even better than PvP for most players!
      My personal ratings for Nature On

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    14. Re:Nature Online by Opportunist · · Score: 5, Funny

      Respawn is tricky. Only one managed to do it so far, but it took him three days and he did it in godmode.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    15. Re:Nature Online by Opportunist · · Score: 3, Interesting

      NO is also the only game I know where the biggest flamewars (and even whole PvP events) revolve around whether and what game you get transfered to after permadeath. Curious. What other game do you know where there are players that spend a sizable portion their time pondering what to do when they stop playing?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    16. Re:Nature Online by ghmh · · Score: 1

      Indeed it is. Solipsists of the world unite! Oh, wait...

    17. Re:Nature Online by Samah · · Score: 1

      This post has made my day, and possibly my entire week. Kudos to you. ;)

      --
      Homonyms are fun!
      You're driving your car, but they're riding their bikes there.
    18. Re:Nature Online by Pumpkin+Tuna · · Score: 4, Funny

      Graphics: 10/10 (The graphics are perfect, its hard to imagine any improvements that could be made)

      Speak for yourself. I ran into a glitch where the graphics were great for a while, but started fading around level 20. At first I thought it was my video card, because I could still see things nearby, but everything far away was blurry. By level 32 or I had to rate the graphics a 20/60. I finally dropped 2000 gold pieces on a permanent healing buff that fixed the problem. I'd give it a 20/20 now.

    19. Re:Nature Online by gmhowell · · Score: 3, Insightful

      Screens or it's fake.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    20. Re:Nature Online by gmhowell · · Score: 1

      You gotta expect some instability in the game. It was created by a first time programmer with no previous project experience in only six days, without the help of caffeine.

      --
      Jesus was all right but his disciples were thick and ordinary. -John Lennon
    21. Re:Nature Online by jtheisen · · Score: 1

      Though meant humorously, I think that sounds like a good gaming idea. You live a live, find a partner and are supposed to mentor new players into your gaming situation before your natural end. Success would have to be measured at least in part through the success of your children (ie other players).

    22. Re:Nature Online by Zawash · · Score: 1
      --
      File not found. Fake it(Y/N)? _
    23. Re:Nature Online by bickerdyke · · Score: 1

      Documentation: (1/10 There are is no inherent documentation and players must seek all such out themselves. Moreover game content seems to change during play so documentation is often totally out of date).

      Hint: you can find the ingame-documentation at http://www.wikipedia.org/

      --
      bickerdyke
    24. Re:Nature Online by AniVisual · · Score: 2, Funny

      Sure - plenty of screenshots here [wikipedia.org]..
      --
      File not found. Fake it(Y/N)? Y

    25. Re:Nature Online by Anonymous Coward · · Score: 1, Insightful

      Zoning is seamless? Recently I tried to zone into the area called USA, and I had to wait almost one hour in some immigration queue!

    26. Re:Nature Online by Zawash · · Score: 1

      Yup - some closed societies have rampant twinking, where n00bs get power leveled in private schools, and start out with über loot!

      --
      File not found. Fake it(Y/N)? _
    27. Re:Nature Online by RivenAleem · · Score: 0

      There are some flaws in the Nature Online game.
      There are Two major ones that I have seen, the first being PvP that revolves around entering into the secret beta projects, with some players even triggering early perma-death in order to achieve a high score in PvP battles.
      The second is where people attempt to combine PvP with character generation (in some cases with newbies). This is something that is shunned by most of the gaming community, but certain individuals have found that they can partake in this fringe activity and then by complex game hack can change zone and no longer be affected by the game rules.

      There are many bugs with NO, but overall it's scope is quite epic and I can't wait for the expansion pack NO2, I hear it's quite a laugh.

    28. Re:Nature Online by illumin8 · · Score: 1

      Graphics: 10/10 (The graphics are perfect, its hard to imagine any improvements that could be made)

      How can the graphics be perfect? There are way too many overweight human female avatars and not enough sexy female night elves...

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
    29. Re:Nature Online by Opportunist · · Score: 1

      It's prolly photoshopped anyway.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  10. Re: The Problem of Shards, Servers, and Queues by Anonymous Coward · · Score: 0

    The reason queues are such an issue is because the game "world" is layed out linearly. I.e. everyone does the level 1-10 zone, then moves to the 11-20 zone, etc. If each zone had a range of content for all levels, when the game launches you would be able to split the player base evenly across each zone (assuming each zone was on it's own box) without the need to throttle so heavily, rather than the current system of "limit the number of people online until X% amount have dinged level 10 and gone to the next zone, then let the next lot in".

    Regarding EVE Online, the single-shard thing works because each solar system is it's own instance (you can't traverse the space between the solar systems and arrive at the next one) - when you use a star gate (or if in a big enough ship, your own build in jump drives) you are moved to a different instance which could be located on any number of the hundreds of blades CCP has for EVE. Usually the only time large amounts of players congregate together are in the big trading hubs (because they are lazy and won't sell the items in the system 60 seconds away) or during huuuuuuuuge space battles where usually everyone is killed by mass Titan AoE before the servers have a chance to crash.

    Getting a single-shard working for a "traditional" - i.e. on one planet - MMOG would either require an enormous amount of spread-out content to allow hundreds of thousands of people to play in the same world at once, or heavy instancing like Guild Wars (please no "Guild Wars isn't a proper MMO arguments"). And if you didn't go for the instancing route, then I hope to god you don't have "kill xxx amount of mobs" in the starting areas. Having 20-50 people after the same mob was bad enough. 2000-5000? *shudders*

  11. On the other end of the scale by Cloud+K · · Score: 1

    One of the major problems facing worlds such as Everquest is the fact that it's been wonderfully expanded to accommodate the huge player base - and then they've all left. What you're left with is a huge sprawling world with a few players rattling around in one corner of it. Login queues certainly aren't an issue at that point.

    1. Re:On the other end of the scale by JaredOfEuropa · · Score: 1

      That is why the idea of spawning more copies of the same game zone as it fills up is not such a bad idea. Not just for spreading the load across different servers, but also for making sure the game world doesn't get too crowded. Age of Conan (and a few others) do this... when AoC launched, the servers were chock-full but I never saw any queue. The popular game zones could have as many as 8 instances, but each of those had a reasonable populace without being overcrowded. As players inevitably left the game (most MMOs these days seem to draw a big crowd and lose most of it in the first few months), the number of parallel instances of each game zone dwindled as well. These days most zones rarely spawn a second instance, but since everyone is in the same zones, they do not feel that empty either.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    2. Re:On the other end of the scale by Opportunist · · Score: 2, Insightful

      most MMOs these days seem to draw a big crowd and lose most of it in the first few months

      It's rather that most MMOs these days create a huge hype around themselves that they can't live up to. So people join, find out that it's anything but the hype, and leave.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  12. Easy fix by spiffmastercow · · Score: 1, Interesting

    You know how sometimes when a popular game is released, you can't get it at the store because they're sold out? Do that for MMOs. Basically, limit the number of people who can start playing at launch, and let them eagerly await when their copy will arrive in the store, rather than letting everyone start playing immediately and be disappointed by having to wait 3 hours to log in.

    1. Re:Easy fix by drsquare · · Score: 2, Informative

      But most MMOs' business models revolve around selling as many copies as possible before people realise the game is shit.

    2. Re:Easy fix by spiffmastercow · · Score: 1

      True enough. The solution I proposed only applies if a.) the game is good, and b.) you don't want your good game marred by a bad launch.

    3. Re:Easy fix by Opportunist · · Score: 1

      Show me an MMO that is good and we'll talk.

      Rather, show me one that's good at release. No, not even the current reference class for polished MMOs, WoW, had a "perfect" start. And it was pretty good, actually. Still, the people who played from the beginning will remember long downtimes (often multiple days), broken main quest lines, instance servers that just so happened to barf after 3 hours of hacking and so on. What let WoW survive that start were a mix of happy coincidences and, well, Blizzard.

      1) There was no WoW.
      Simple as that. There was no MMO that could make you go "screw this BS, I'm going back to X". There was no "good" MMO in existance. All the "good" ones had gone bad right in time for WoW to come. DAoC's Atlantis screwup started to show. AO got stale. As did EQ. EQ2 was ... I don't remember, either it wasn't out yet or it was just plainly TOO hard for everyone but the most hardcore die-hard EQ fans. So there was nowhere to go.

      2) Blizzard's petition policy
      Blizzard doesn't ask. They act. You can't play for 3 days? You get 3 days extra play time and they make it KNOWN that you get it. Your quest didn't drop your reward? You get your reward. You're stuck, you get ported. No check, no buts, no 3 days wait period. Even during the time when they were struggling due to the surprise of the success, when they hired left and right and were grossly understaffed, a petition was resolved speedily. They realized that yes, some might have managed to cheat them into giving them some "good" low level gear for free. So be it. Who cares? You will level past it in a week anyway. But you keep playing that week. If they make you wait that week, you'll be pissed for that long and drop the game. A crafty mix of speedy resolve and good PR work lifted the game off the ground.

      That's basically what made WoW big. And you won't make a "WoW killer" until WoW ceases to exist. Simple as that. Any game you want to push out now violates rule 1: People have WoW to fall back onto. And they do.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Easy fix by Kaladis+Nefarian · · Score: 0, Troll

      This is exactly what Aion did.

      It's all fun until around level 17, then the game becomes a grind fest. I'm not at all surprised that their queue issues are going away.. I haven't bothered to log in for a week and I wont be renewing my account. (And yes, I realize the game is already successful in Korea etc. - but they are now selling it to western ex-WoW players and they have screwed up the balance and don't understand their new target audience, imo of course.)

      For clarity, by "grind fest", I mean - quests dry up.. even quests like "collect/kill X for [decent amount of XP]" become scarce.

      It's amazing to me that all these MMOs that get released have failed so badly. So many WoW players want to leave that game for something different - doesn't even have to be better, but it can't be a steaming pile of shit either. So far WoW is still the only real option for those people. Of course, if I'm wrong feel free to point me at the appropriate game.

      --
      * Several monkeys are here, playing banjos and wearing small hats.
    5. Re:Easy fix by Anonymous Coward · · Score: 0

      For clarity, by "grind fest", I mean - quests dry up.. even quests like "collect/kill X for [decent amount of XP]" become scarce.

      Have you gone to different zones? The zones aren't split by level like they are in other games. Have you gone back to previous villages/areas? A lot of quests won't be given until you're high enough level. Have you gone to your capital city recently and explored it? Lots of quest givers are there. Have you done all the campaign quests for your level? Have you gone through the quests for the elite zones (eg, black claw village on Asmo)?

      The quests dont dry up. You seem to be thinking that every game moves you from point A to point B to point C and that you'll never need to return to A or B, but that really isn't the case.

      NCsoft have a wiki that lists all the quests. You can check it and see what's avaialble. I'm guessing there's a lot you've overlooked.

    6. Re:Easy fix by MeanderingMind · · Score: 1

      Let's assume that you're right, that there are plenty of quests to be had if you retread old areas. I can't say because I don't play Aion, and I'm not the GP.

      What is there, if anything, to tell players that this is how they should play? What indication is there to let them know that there might be some quests available for them back in that village they haven't seen in 10 levels?

      If the player is supposed to just figure this out on their own, I posit that Aion wasn't designed well (at least if it intended to attract WoW's audience). Even if Aion gives some indication, the game might benefit from some system by which the player can know for sure there are quests for them to complete somewhere. That way players don't have to be the kind that can pick up every last secret and item from a game like GTA or Zelda from memory without looking at an FAQ.

      I think the idea of retreading zones has merit, but only if its properly supported.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    7. Re:Easy fix by Kaladis+Nefarian · · Score: 1

      Lack of direction is exactly the issue - I have actually gone back to previous towns to get quests despite what the AC is suggesting. This happened by chance however, happened to be travelling through a village on my way to something else and saw there were new quests, so I've made it a habit since then. And the quests still dry up.

      Not sure what the AC is thinking since this is not a unique opinion that I've shared.

      --
      * Several monkeys are here, playing banjos and wearing small hats.
  13. Re: The Problem of Shards, Servers, and Queues by Anonymous Coward · · Score: 0

    Makes me think of Diablo, there's heavy instancing for you.
    If you want a world massive enough to scatter players without instancing, you're probably looking at procedurally generated content. Though people tend to flock together due to social factors anyway. Even if you had an infinite amount of "level 1-10" places, I'm betting a good half of your players would end up in the same spot and then complain about lag. And as they level up they'll become even more integrated and homogenous, unless perhaps you try to segregate them based on choices like class, guild or other game choices you can be reasonably sure will vary among players.

  14. Project Darkstar by Anonymous Coward · · Score: 0

    I have been interested in Project Darkstar ( http://www.projectdarkstar.com ) for a while now. It's a middleware solution written in Java. It seems to be quite usable but the one "big point" is still not implemented afaik: Network Load Balancing. But might be worthwhile to remember it if you are trying to take on such an enormous project.

  15. My Take on the issue: by fast+turtle · · Score: 1

    As I'm not a CS Major or even a competent programmer (I failed Basic), my idea might not hold water but here goes: Why not go with a Load Balancing setup, just like any high availablilty website/service? You'd need a Master Controller (Root DNS anyone?) and it parcels out clients to each server based upon how much load that sever is under. To me it makes more sense to do away with the Server/Shard/Region system in favor of the Load Balanced setup as it should allow for a seamless addition of resources instead of the problems currently being seen. Of course, as GW (NCSoft) offers, you can ensure that guild-members (special groups) are placed on the same server but other then special membership groups like that, why?

    --
    Mod me up/Mod me down: I wont frown as I've no crown
    1. Re:My Take on the issue: by zaffir · · Score: 1

      We aren't talking about serving up web pages, or single-player experiences. Each time you visit a website a different server in a load balancing setup can be used because the content is the same. But in an MMO, other players are part of the content.

      Friendships exist outside of just guilds. Players form friendships with players in other guilds, players form friendships in real life and then want to play with those people, etc. This doesn't address the fundamental problem that most players want to be where everyone else is. You're going to have players abusing the system to get the desired effect: everyone joins one giant guild so they can all be on the same server all the time, etc. If you give the players any amount of control, they will use it to do damage. Maybe not with malicious intent, but it'll happen. This is why some WoW realms are overcrowded, and others are ghost towns.

      Everyone wants to be able to interact with everyone else seamlessly. Anything less is a detriment to gameplay.

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
    2. Re:My Take on the issue: by haruharaharu · · Score: 2, Insightful

      Because load balancers are for situations where each request is independent and transactional. Online games depend on interaction between characters, which basically makes loadbalancers useless where it counts.

      --
      Reboot macht Frei.
    3. Re:My Take on the issue: by Veggiesama · · Score: 1

      This is pretty much how Champions Online operates, and I am quite happy with it. You avoid overcrowded game-spaces while avoiding ghost town game-spaces too. If your initial population of 1000 players dwindles down to 200, and your instance-size is 100, then your original 5 instances is simply reduced to 2 without impacting the players' perceptions.

    4. Re:My Take on the issue: by bickerdyke · · Score: 1

      Shards/INstances ARE a MMORPGs load balancing systems!

      --
      bickerdyke
  16. Grid network by pclminion · · Score: 1

    Since the game world is essentially a 2-D surface, why not arrange the servers in a grid topology? Each server can talk directly to the servers north, south, west, and east of it. Long-range traffic can either be routed through the grid, or, depending on its urgency, sent through a central router that is one hop from every node (i.e. the nodes are connected both in grid and star formation). A front-end load balancer takes care of transferring players' TCP connections from one node to the next as they move in game-space. That's a total of six physical network links: four for the cardinal directions, one to the star hub, and one to the load balancer.

    Depending on how busy any one tile of game-space might be, the node serving that tile could be anything from a dual-core to a four-way quad core. For sudden, extremely heavy use of a particular tile, a more powerful node in hot standby could be switched in to handle the spike -- you could have an array of such "super nodes" always in hot standby.

    1. Re:Grid network by Urza9814 · · Score: 1

      The problem, I think, is this:
      If I am on server A in some city, and you are on server B in that same city...you also have to be on server A, otherwise I can't interact with you. I'll admit, I don't know a whole lot about these things either, though I am a comp sci major, but it seems to me that the server sending me all the information about the world has to handle all the information about any people near me in the world, or I will not see them. So if we have two different servers sending us information, and we are right next to each other, then 90% of what those servers are sending us is the exact same information. If the issue was purely bandwidth, or mostly static content, then sure, you can just add more servers. But because of the way players need to interact in these games, that isn't quite possible. You can't just randomly throw players onto different servers, because the world content isn't static. In fact, I believe the way most of these games work is that the static content is hosted from your PC locally anyway. The only thing the servers really deal with are player (and NPC) interactions.

    2. Re:Grid network by Rakshasa+Taisab · · Score: 1

      That's not a problem... It's basically how EVE Online works with it's star systems.

      You need to route communication that is 'global' to a dedicate machine, and considering that it's far less resource intensive than the game play itself, one machine should be able to handle millions of users. (Think IRC server with some extra fun stuff)

      --
      - These characters were randomly selected.
    3. Re:Grid network by pclminion · · Score: 1

      I'm not talking about throwing players onto the grid "at random." The grid encodes the topology of the game space. Using the United States as an example, you could have a server for each state. As a player moves from one state to another their connection is transferred by the load balancer.

      It is true that if two players are on different servers, there must be some inter-server communication for them to interact. It would be like two people standing on either side of the Washington-Oregon border for instance. But the idea is that this communication is limited to those users who are "physically" near each other in game-space. Long distance communication would be routed through a different network (the analogy in the physical world is the Internet itself.) The node is only an engine that serves to enforce physics and game rules. Players as well as objects and their accompanying behavior programs would actually be transferred between nodes as they move.

    4. Re:Grid network by Anonymous Coward · · Score: 0

      No, he already correctly addressed the problem you described. Since each server maps to a grid-space, if you are on server A and I am on server B, walk closer. It's an intuitive way of dealing with the problem, since it correlates with real-world experience. You cannot talk to me in real life simply because you happen to be in the same city -- you need to be on the same building, or at least the same block.

    5. Re:Grid network by Urza9814 · · Score: 1

      Yes, and that's exactly how they work currently. The problem is, say your MMO world is the state of Pennsylvania. You have a server for Pittsburgh, a server for Philly, and a server for everywhere else. But the Philly server is still too full. What do you do? You can maybe divide the city up into a few regions and put those on their own servers, but eventually you reach a point where you just cannot add any more servers. In the specific case mentioned in the article, the problem was that there were too many players in the single beginning zone. It's hard to add more servers to a zone that small.

    6. Re:Grid network by Anonymous Coward · · Score: 0

      The issue that comes in that even the article talks about. Is the problem of when say Oregon becomes wildly popular and tries to contain more people than the server can handle.

    7. Re:Grid network by pclminion · · Score: 1

      No, he already correctly addressed the problem you described. Since each server maps to a grid-space, if you are on server A and I am on server B, walk closer. It's an intuitive way of dealing with the problem, since it correlates with real-world experience.

      That's mostly what I am getting at, but if the game rules allow for it, you shouldn't have to get closer to the other player to communicate. In that case, servers A and B would exchange messages directly with each other since they share a border. The worst case scenario would be a battle occupying a large space than spans two servers -- both servers might have to track each arrow/missile/combatant that crosses the border of the two tiles. A possible solution would be to temporarily merge servers A and B such that A simulated everything and B was temporarily idle. If server A cannot handle the total load of the battle then one of the emergency hot standbys would switch in.

    8. Re:Grid network by pclminion · · Score: 1

      The issue that comes in that even the article talks about. Is the problem of when say Oregon becomes wildly popular and tries to contain more people than the server can handle.

      In the short term, you would switch in a more powerful zone server from a pool of "battle servers." In the long term, you would carve the tile/zone into multiple pieces and split them between servers on an on-demand basis.

  17. Re:Oh em gee by BorgCopyeditor · · Score: 0

    *insert Wailing Caverns joke*

    --
    Shop as usual. And avoid panic buying.
  18. Bind server on login, not character creation by Informis · · Score: 1

    The real problem is the way MMOs bind your character to a server. If you could pick the server at login, you eliminate the immersion problems instancing seems to cause people, and you give people a way to self-select their way out of overloaded server situations. It's still instancing/sharding, but without the restrictions MMOs feel they need to impose these days. Then again, you wouldn't get to rake in $25 every time someone wants to play with their friends on another server.

    1. Re:Bind server on login, not character creation by Moldiver · · Score: 1

      PhantasyStarOnline and PhantasyStarUniverse did/do this imo quite good. There are a number of server and you can play on each one. On connect you get on a random free server but can message with friends on any server and switch to other servers through a special place on the starting area as long as it has free slots.

  19. This problem will stay for a while by lhoguin · · Score: 1

    Because everyone has to start from the starting area. And it's kind of hard for a server to handle 100K+ players. Even if the server technically could, the game wouldn't be playable because it would be too crowded.

    I can suggest two solutions, both with their flaws. They all allow single worlds to happen though.

    * Make the world big. Really big. Big enough to have dozens of starting areas (and as much end-game areas, as the problem will move to those areas after a while). Problem is it costs more to develop and it's fragmenting the community in various areas.
    * Let the servers dynamically add instances to crowded areas with an easy way for people to switch to join their friends. For example a party invite to someone on a different instance will "magically" move the players on a single instance (one that isn't already full). Here there is also a fragmentation happening but everyone will experience more or less the same game.

  20. Distributed Computing by binaryspiral · · Score: 1

    It seems like the better way would be to develop and deploy the MMO in an environment much like super computers and their applications are. Connecting servers with ultrahighspeed interconnects like InfiniBand (or now maybe even 10Gb ethernet would suffice) to create one large fabric of processing - not individual hotspot servers. This would allow the environment to dedicate more processors and memory to hotspots and not have idle servers laying around waiting for a group of players to explore that part of the map.

    It seems a little ridiculous in this age of virtualization and distributed computing that they couldn't have come up with something a little better.

  21. RDBMS? by Tablizer · · Score: 1

    Perhaps it's time to start looking at using an RDBMS for such a contraption. They've been bypassed in the past for such because their response time is not predictable and/or consistent enough for most real-time activities. (That's not the same as being "slow" I would note.) However, if the complexities of the other ways are causing timing problems anyhow, then maybe the RDBMS's downsides are no longer as large in comparison.

    1. Re:RDBMS? by aXis100 · · Score: 1

      Huh?? RDBMS is a tool, not a solution. *How* will an RDBMS fix game worlds and servers?

    2. Re:RDBMS? by Tablizer · · Score: 1

      Much of the infrastructure for handling many users and many "transactions" is already included.

  22. Secondlife Grid anyone?? by RobertLTux · · Score: 1

    Most of the Problems are sort of being handled in SecondLife by working with a "Grid"

    1Each sim/region has its "stuff" running on a single computer (for full level regions Homesteads and OpenSpace regions are "stacked")
    2 Player inventory is on a separate set of servers
    3 communications is also on a separate set of servers (in fact i think text and voice are also separate)

    Of course this is not all working perfectly but it does scale since SL has a running average of about 50K-70K logged in accounts and most of the time
    server updates are the only times that a sim will be down for more than 5 minutes.

    --
    Any person using FTFY or editing my postings agrees to a US$50.00 charge
    1. Re:Secondlife Grid anyone?? by Ash-Fox · · Score: 1

      Each sim/region has its "stuff" running on a single computer (for full level regions Homesteads and OpenSpace regions are "stacked")

      It's one region per core. Homesteads and Openspaces are known to be something around 16 regions per server.

      communications is also on a separate set of servers (in fact i think text and voice are also separate)

      Voice chat isn't handled by LL and text relies on the simulator you're on.

      server updates are the only times that a sim will be down for more than 5 minutes.

      As a region owner and estate manager on a few sims. I find this to be a "hopeful" statistic.

      --
      Change is certain; progress is not obligatory.
    2. Re:Secondlife Grid anyone?? by RobertLTux · · Score: 1

      kind of slid a bit on the fact that class 5 servers are Quad?? core systems but yes its 1 region per core for 4 regions per box
      (but Homesteads and OpenSpace sims are stacked like 4 to a core).

      btw my last name is McCallen inworld if you want to chat further about the Wise Laws of the Holy Lindens.

      are you going to upgrade to a Class 6 server when they start deploying??

      --
      Any person using FTFY or editing my postings agrees to a US$50.00 charge
    3. Re:Secondlife Grid anyone?? by Ash-Fox · · Score: 1

      are you going to upgrade to a Class 6 server when they start deploying??

      Since LL like charging 100USD more with each class upgrade they provide, I definitely cannot afford that.

      --
      Change is certain; progress is not obligatory.
  23. Problems With The Shard ? by Anonymous Coward · · Score: 0

    Has none of you seen 'The Dark Crystal' for details on how to solve that ?

  24. Real Time RDMS ? by Anonymous Coward · · Score: 0

    Aren't there any 'real-time' databases out there ? I find it hard to believe, but there ya go...

  25. Alternate to the "starting" area for new servers by TimTucker · · Score: 1

    For the launch of a game, why do there need to be starting areas at all? Why not just let the entire world be the "starting" area?

    Rather than sticking with fixed stats for enemies, most areas could start out at a base level and have the stats for enemies ramp up based on players' average levels for the server.

    To make it work long-term, different areas could scale faster (or slower) than others so that there would still be challenges for newer players.

  26. Then do like FFXI by Mishotaki · · Score: 1

    Have the game "roll" the server you're gonna play on when you create your character... you don't control what server you'll get on so there will be no server with too many players on it compared to deserted servers... the only thing that sucks is to try to reach your friends, you have to get some server switching items to do that...

    1. Re:Then do like FFXI by 0racle · · Score: 1

      That's changed since it was so unpopular, you can now choose what world you start on. You can also go through a server transfer if you so wish. The only exception is two worlds that get too full because of the above, you can no longer create characters on them.

      --
      "I use a Mac because I'm just better than you are."
  27. Because that's not the real problem by Sycraft-fu · · Score: 1

    What you talk about is already done, to a certain extent, in that a given MMO "server" is often not a single computer but rather a whole cluster of them all working on different parts.

    The real problem you run in to is too many people in one area. This creates a few problems that have nothing to do with server architecture, and no solution in it:

    1) Client graphics. Every character in an area is another object the client's system has to render. Even if you keep the models fairly simple, you start overloading systems. The GPU is asked to push more triangles than it can handle and slows down. Also, people want shiny games so just having low detail models isn't a good answer. As such you can't just have areas with tens of thousands of people in them, because it'll cause even the most powerful systems to choke, and many people play games on something far less than the most powerful system.

    2) Network bandwidth. This is again largely a client problem, but also a server problem. Your server must inform the clients of what all the other clients are doing. Tell them where they are moving to, what relevant actions they are taking, etc. Now the good news is that this can generally be pretty minimal information. Ok fine however, even a minimal amount of information is a problem when multiplied thousands of times over. You run in to the problem that you start exceeding lower bandwidth connections. Also it is a problem on the server end. Since the server has to send all updates to all people, the load isn't a linear thing. As an example say each additional client in an area needs 500 bits/sec more data sent. Means if you have 100 people you are sending each of them 48kb/sec so 480kb/sec total. 1000 people? 480kb/sec each, 468mb/sec total. 10,000? 4.7mbits/sec each, 46gbits/sec total.

    3) Space and stuff to do. If everyone is crowded in the same area, it is hard for anyone to do anything. Suppose the first intro quest is something simple like go kill 10 bugs. Ok, that gets harder if there are 10,000 other people all trying to kill the bugs too. Just trying to expand the space the bugs are in or number of bugs or respawn rate doesn't help, it just makes things more confusing.

    What it comes down to is you hit all kinds of limits in terms of productively having lots of people in one area. You can have lots of people on one server, that is no problem as the logical server can be made up of many physical machines to scale with the load. The problem is that the people won't evenly distribute. They'll cluster in areas and that introduces other gameplay issues that more hardware doesn't solve.

  28. Why not go fully peer-to-peer? by Richard+W.M.+Jones · · Score: 4, Interesting

    We designed a "peer-to-peer" MMO many years ago, although I have to say we didn't implement it and the devil is definitely in the implementation. Anyway, you can read the design docs here. After it was clear we weren't going to write it, I published the docs just to give a priority date (1998) to invalidate any stupid patents ...

    Rich.

    1. Re:Why not go fully peer-to-peer? by tieTYT · · Score: 1

      I noticed section 3.3.4 is blank. This is the section titled "Preventing cheating". That's the hard part of doing P2P. Everyone's a client and you "never trust the client".

    2. Re:Why not go fully peer-to-peer? by Rhys · · Score: 1

      "Never put anything on the client. The client is in the hands of the enemy. Never ever ever forget this." -Koster

      If anyone was stupid enough to try it, your ability to invalidate their patent would be far and away the least of their concerns.

      --
      Slashdot Patriotism: We Support our Dupes!
  29. There's more to consider than load by Anonymous Coward · · Score: 2, Interesting

    This article is primarily about load, but the idea of single game-world has to fundamentally change the game system. In many MMOs, such as WoW, RuneScape and so on, there would be a gaming problem. Even with small world populations it's a minor issue.

    Fundamentally it's the suspension of disbelief that would be required.

    For example. Across WoW there might be one guild trying to complete some über quest at a time. However, if you compressed all US worlds, there would be hundreds of guilds doing it simultaneously. Now I'm just me, but it would strike me as just slightly odd if 300 people all handed in Onyxia's dead body to Stormwind one after another.

    In EVE Online, nobody is a hero. Everyone's one cog that can be a 'Butterfly Effect'. The problem with most modern MMOs is that 99.9% of the time it's lots of people playing the same RPG. Not everyone contributing in some way to an overall plot. Ahn'Qiraj is the only time WoW got near that and as http://www.youtube.com/watch?v=71sVv__DryA perfectly demonstrates, that was frankly rubbish.

    1. Re:There's more to consider than load by DigitalSorceress · · Score: 1

      Now I'm just me, but it would strike me as just slightly odd if 300 people all handed in Onyxia's dead body to Stormwind one after another.

      Actually, you're right it DID seem odd. When the first news leaked out that Ony was getting an upgrade, lots and lots of folks must have decided they wanted to get that achievement in its old form (probably so they'd have a feat of strength when it got removed from the game / replaced with the new one).

      It seemed like an awful lot of Ony Heads were getting racked up in Org on Rexxar anyway.

      --

      The Digital Sorceress
  30. Just use SSI by loufoque · · Score: 1, Informative

    Just do one server with threads running on a SSI on top of your cluster of nodes interconnected with low-latency links.
    That way you have one server that makes the best usage of your hardware.

    1. Re:Just use SSI by Anonymous Coward · · Score: 0

      According to Google, SSI stands for many things. What do you mean?

      If SSI stands for "Single System Image", then it's just an abstraction layer that hides the real efficiency problem from you. If the efficiency problem is nontrivial, burying it under an abstraction layer won't solve it for you.

  31. EVE's JITA is just as laggy as AQ by jeske · · Score: 1

    It's very misleading to talk about an "EVE 45k single server population". It's obvious that EVE uses multiple machines to manage the single universe, transitioning you between machines during gate jumps. This only works out as a single universe as long as everyone doesn't pile into a single system (which is hosted on a single machine).

    Popular systems in EVE, such as the infamous JITA, can be just as laggy as an overpopulated AQ opening. Also, if EVE had 1/2 of WoW's total online playerbase, the chance of busy systems causing lag would be much higher.

    These games all operate in a world with the same laws of physics.

    Your computer is only so fast. It can only draw so many other players on-screen at once.
    You're network is only so fast. It can only handle network updates for so many nearby players at once.
    A single server machine is only so fast. It can only handle simulation and network for a limited number of players at once.

    All these games have designs to try to limit situations so the above factors are not a problem. Their designs may be different, but the issues are the same.

    1. Re:EVE's JITA is just as laggy as AQ by rgviza · · Score: 2, Interesting

      More accurately Eve partitions their blade servers slightly differently than this. A busy system like Jita will be on it's own blade, and probably one of the newer ones. However slow systems with fewer players may be on a blade with 20 other systems.

      With alliance and fleet battles, an administrator actually needs to move the busy system on to it's own blade to handle the load. I'm pretty sure this isn't automatic yet. I've heard fleet commanders say they'd talked to a GM and they were moving the system. Some systems are always busy so are already on their own blade.

      Another factor is that Eve online limits each player's bandwidth to 28.8k. When you are talking about 500 ships in the same grid it's _impossible_ for there not to be lag. Every client needs to talk to the server which then needs to pass on what that player is doing to everyone else in the grid. There's simply not enough bandwidth to handle the throughput of all this data past a certain point. They limit everyone to 28.8k in the interest of fairness so people don't gain advantage because of their connection speed as well as the fact that their bandwidth is finite. At some point you get packet loss, which is why you activate your guns and nothing happens, or you are firing, run out of ammo and your weapons keep firing for 5 minutes and you can't control your ship. In reality you are probably already dead.

      For the same reason when you are on teamspeak with 250 people in channel, no one is allowed to talk but officers and fleet commanders. Otherwise bandwidth gets choked and everyone is talking over each other.

      Sorry I'm an ex eve geek =D I still play occasionally now but it's around 1-2 hours a week mission whoring in empire. I used to do the whole pvp/alliance thing (RAZOR, and before that fighting with IRON alliance as a 0.0 guest corp) so do have some 3 years experience with lag in 500+ ship alliance battles, but then I got a life ;-)

      --
      Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    2. Re:EVE's JITA is just as laggy as AQ by poetmatt · · Score: 1

      The thing is, Eve can handle more players in their game, than Wow can on a single server. It's not so much about zones or solar systems in that sense. I guess I should have mentioned that it's sharded but for people who don't understand tech saying it's a server is easy enough for them to identify.

      Meanwhile, eve handling more is both a feature and by design. I'm just trying to point out that games can only hold so much right now, and the capacity only goes so far.

      I'm not sure if blizzard or eve's approach is more logical, but both seem to work for their approaches *decently* well.

  32. raytracing is the same thing by Melted_Igloo · · Score: 1

    Graphics rendering has the same exact problems It's an n^2 problem to do raytracing each light has to cast a ray to each object you can apply the techiquies to make ray tracing faster, like space partition, limits on how many rays, and making computaiton parallel these concepts also work when mmo players interact

  33. Phasing and real world dynamics by Anonymous Coward · · Score: 0

    I'm not technically inclined enough to talk about how this would work, but why not combine phasing with the way the real world works?

    That is you don't really notice people untill you interact with them or have to notice them.

    The biggest problem is as stated in a previous comment, you either have this insanely massive world like a football stadium full of people, which leads to all it's related problems: or you have a nice crowd of people like a bar you can interact and mingle with...

    So while you're playing you see a set amount of people to make you feel like you are living in a game world, but the game only shows you people and those people's actions that it detects you are interacting with in some way... be it chat trading items, killing kobolds.

    Why do I need to see 20 people killing kobolds?

    And if I can't loot their kobolds why do I need to see them?

    If I can't see their kobolds or see them then their should be enough kobolds for me. Which makes me feel in my game brain that I personally was sent out to save elwynn forest from the kobolds (and take a lot of candles :)

    The balance of such a thing and the way to do it. I have no idea. How do you mix it so you can still run into a random warlock taking some candles and be best friends for the next 79 levels? I'm not really sure.

    Just an idea

    1. Re:Phasing and real world dynamics by rujholla · · Score: 1

      Another issue is how do you deal with the people whose idea of fun is running around stealing candles from the other people's dead bodies? Who should they be able to see?

  34. All eu servers had queues by Tukz · · Score: 2, Informative

    "In fact, several servers had no queues at all, but many players had set their sights on the more popular ones"

    ALL EU servers had long queues. Most of them was so long, you couldn't even get IN the queue.
    The NA forums reported some server queues, but not on all servers.
    Quite the opposite on EU forums, where people were going mental on the boards, complaining about massive queues and no response from NCSoft what so ever.

    --
    - Don't do what I do, it's probably not healthy nor safe. -
  35. 10 seconds to 10 minutes is acceptable lag? by Dracil · · Score: 1

    I'm gonna say no on that. Eve only works because the combat is relatively slow and automatic compared to other games. Imagine playing with 10 second to 10 minute lag on skill activation in WoW.

    1. Re:10 seconds to 10 minutes is acceptable lag? by sg_oneill · · Score: 1

      It really depends man. Cap ship battles tend to be fairly slow and ponderous. Couple of gangs of big ol' dreadnaughts pounding each others arses at snails pace (whilst the owners have mini seziures out of fear of losing their multi billion isk investments) meanwhile a showdown between a couple of vagas might be some crazy fast paced dogfight with a couple of sets of angry warriorII drones in hot pursuit. The lag though is really a product of those crazy 1000 man a side battles that happen, and really despite the improvements in eves lag (Im told its dramatically better then when I stopped playing a couple of years ago) nothing will make that non laggy, theres just mathematical limits to how fast you can push that much data around.

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
  36. Re:Alternate to the "starting" area for new server by bickerdyke · · Score: 1

    Why not... Sounds feasible.

    Or you could stick with the hi/lo-lvl Mob-Zones, but make them available to all player-lvls. Granted, that would only work with some hi-lvl char pulling a newbie through rougher waters, but that could be turned into a kind of mentoring system. Instead of punishing "kill-stealing", reward "assisting". Plus, this could be used as a new distribution method. Why would you want to let walmart and others have their cut of your game? Remember the hype around the gmail-invitations? To play the game, you have to go and find someone who is willing to give you a copy of the Install-CD (=invite; after all, piracy is a non-issue for subscription based games, so take advantage from people willing to distribute your software instead of paying for it.) When you sign up, that person will become your 'liege'. Your starting area will be your lieges hometown. He will be your mentor and main quest-giver.* It's up to him if he does so by pulling you quickly through hi-lvl areas, or sending you out alone on some erradns in a lo-lvl area. To cap the number of invitations, each vasall costs a certain amount of gold per day. In exchange, you're oblieged to support your lieges raiding partys. Add a system for mutany, and you have an intresting new system.

    * Either by making up his own quests as "Hunt me 10 boars for tonights feast and I'll give you an item I've outgrown" or by assigning or hinting to availaibe stock quests "Why not go to Fooshire and see my old friend Generic NPC. I owe him a favour and he asked me to send someone out to hunt down the rats in his cellar"

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    bickerdyke
  37. Re:Alternate to the "starting" area for new server by bickerdyke · · Score: 1

    Afterthought:

    With "averaging" you'll run into the problem that the average mob is too weak for 50% of the players and way too dangerous for the other 50%. You'd have to find a way to either even that out on player-side (as in finding a mechanism for hi- and lo-lvl chars to play together) or on the mob-side. (Areas with below and areas with above average enemies. Thus assigning "new" starting areas, but at least dynamicaly)

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    bickerdyke
  38. Eve Online by Impy+the+Impiuos+Imp · · Score: 1

    Eve Online works because they have some serious travel time still built in. This is on top of of being deep in 0.0 (i.e. no guards) space that must be traveled in groups or with great care.

    Jita, one star system, is often very crowded because it's a hub for the auction house -- you can auction house from anywhere in that region, but the stuff you must pick up from its particular space station. So people conglomerate in Jita.

    And, while Eve has a way to issue courier contracts to shlep stuff for you, then you have to wait from hours to days to get it shipped to local. The more cash you wanna hemorrhage, the faster, of course!

    Champions Online has "one" server, but they go way out on the instances of common areas. They're typically 50, or 100 for Millenium City, before they're locked out and you must join a different instance. They're still public, just not over-populated.

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    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  39. Re:Alternate to the "starting" area for new server by zehaeva · · Score: 1

    wow, I never thought i would see what i think is one of the most innovative mmo ideas on /. . I'm really quite impressed. forgive me if i ever make/design an mmo and you see these features in it. mea culpa.

  40. It is a masterful design with big strengths by CrazyJim1 · · Score: 1

    Strengths of multiple instances with one giant server:

    1) If there is a jerk griefing you by killing the boss you want over and over, you just move to another instance and the problem is solved. Grief killing is one of the oldest things in MMORPGS dating back to muds, and this instancing helps solve your most basic kind of griefing.

    2) You meet more friends. If you find someone you like, you can tend to be in their zone more because you flagged them as friends. A bigger cycle of people = More chances you'll meet a new friend

    3) Since it isn't small instances like Guild Wars, you get to meet a lot of people instead of being sheltered from them, so it overcomes the typical gripe with instances.

    There were some other reasons it is so great too, but I forget them right now. If I was to do a MMORPG, I'd do it this way. It has many strengths and no real weaknesses. I have a max level on the game, and max level is sort of boring, but I had a lot of fun playing it mostly because I found a fun friend to group with.

  41. The Thurmpthz by Anonymous Coward · · Score: 0

    Best way to solve this issue is to acutally focus on server tech while your building your freeken game.
    that or crush up leprocans and use em as liquid cooling for your server.
    Im betting thats why we cant find em becuse blizzard uses em all.