Explain what sort of limitations the PS2 has got that would prevent an additional chat channel.
-edit-
Didn't notice this until now
I'm not sure that they would have to send the extra chat channel text in an additional packet. The way it is now, I'm pretty sure many chat channels are sharing the same data packets across the network, and the client itself is filtering which chats to display or not, just like how widescan data is sent to all clients, regardless of them being on a job that actually has access to widescan.
As for the actual amount of data, I'm pretty sure it is very small. It's probably something like two bytes per character, plus message headers. I would be surprised of a 100 character message took more than 256 bytes, one quarter of a kilobyte.
I do understand that it would add up with around 800 clients receiving for example a regional shout vs the amount that would receive a normal shout. (around 400 if in port jeuno, i guess). I do however not think this is something the servers couldn't deal with. The biggest increase in chat data would of course be in the jeuno region, I do not think any other regions would notice a significant increase in amount of chat data transferred.
another edit,
Right now, on Sylph, there are 385 players in Port jeuno, and less than 150 spread over the other 3 jeuno zones. With a regional Jeuno shout, I think many of the port jeuno players would spread over in the other 3 areas, leaving the total amount of players in jeuno more or less the same. I feel pretty confident that the chat server can deal with sending a message to 150 more characters without facing overloads.
There might be more problems on servers that have significantly higher populations.


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