Sure, it's a waste of money to invest in bigger servers just for launches.
You know what's not a waste of money? Designing the msq to not bottleneck an hour in. Or implementing a quick fix that doesn't screw over 99% of the playerbase.
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Sure, it's a waste of money to invest in bigger servers just for launches.
You know what's not a waste of money? Designing the msq to not bottleneck an hour in. Or implementing a quick fix that doesn't screw over 99% of the playerbase.
Agree... so Let's players scream, make tantrums for a few days because it will save them money in a long run. Even free to play like GW2 have much better server and they dont put they server down to patch the game. When a patch comes the Launcher auntomatically detects it, disconect, download and keep playing.
Actually Sir, neither world of tanks nor world or warships, nor armored warfare have had this problem in years. Mond you, we're taling about only perhaps four million people per game, but, there you go.. Adding to the list is Mabinogi which hasnt had these types of issues in at least seven years, and that game is managed by Nexon..
FFXIV uses old architecture, plain and simple.
For FFXIV, each server is a physical machine running one copy of the game's server software. You login to a server, and all of your interactions occur on that server. There may be some sharding for instances/duty finder, but if so there's apparently finite resources allocated to those.
GW2 and ESO do not have these problems because of their modern architecture. Every map is an instance, and when one instance is full, they spin up another one. They can probably run 20-30 such instances on one host, and can dynamically provision new hosts automatically when demand is high.
That's how pretty much all modern online services are built whether they're games, social media networks, live streaming services, etc. In FFXIV's case, SE didn't build it that way and it's probably not worth the cost of overhauling the backend to handle a few days every 2 years of heavy load.