More server capacity for Japan not us someone had the quote posted earlier
Actually more server capacity is coming to Japan Data Center, which does nothing for NA/EU Data Center since they are different data centers. So actually no new server capacity is coming for NA/EU to fix our issues. What happened was Japan started having the EXACT issues we are having and they immediately posted they will be increasing the server capacity for them, while NA/EU gets nothing even though we been having these issues for all of Phase 4 and all of Early Access. When I made toons on Japan servers during Early Access the Japan servers were empty I barely saw 25 people in a city, while in NA/EU servers you cannot go anywhere without seeing 100s.
continuation..
Just to head off the people that say well Japan has more people playing, from the original release the site will be updating with the new sells as well as has a break down by country.
Total Units
North America: 0.38m 53.5%
+ Europe: 0.19m 26.0%
+ Rest of the World: 0.15m 20.6%
= Global 0.72m
http://www.vgchartz.com/game/35106/f...-realm-reborn/
yeah sorry but conspiracy theory = no.
oh, and vgchartz is about as accurate as a bow being wielded by a drunk bard.
Last edited by Alhanelem; 08-28-2013 at 11:59 AM.

Now up to two hours of trying to get into the same server as 1 friend. This is a pretty exciting.
Note I mean only getting the character made onto a world, not even logging in with that character.
<a href="http://www.enjin.com/" alt="guild hosting"><img src="http://sigs.enjin.com/sig-ffxiv/44503_85337bb5faa1cf7a.png"></a>


You can't make PC's logout, even with an AFK timer. People will just Grab AutoHotKey and have it press space bar to jump once every 5 minutes. To properly detect afk players they would have to do something like
"Find every player who has moved less than X game feet, hasn't made money, hasn't commenced crafting, etc etc in the last 30 minutes" And then disconnect those.
Simple "Hasn't moved" logic wouldn't work, at least on PC's. PC players are crafty. PS3 player's can't run things like Auto Hot Key so what would end up happening is 34834 ps3 players come back and find themselves disconnected. PC players turn off autohotkey and continue to play...
But even then PS3 player's would just get a controller with a repeat function and have it repeat the jump button....
They should just let everyone on and then cause a server crash.......that way noone will be able to play and that will be fair to every one.

wait, so no one can make a character on any server now?


Imo, the game's great but the server design is a complete and utter failure. They spent all their time on the game client and not much thought into the back end. The login server should be 20+ physical servers on a load balancer, capable of handling millions of incoming connections and channeling them to the least loaded login server in the cluster. At which point players should be checked against a server, if it's full a que should pop up You are in que "position 3609" and it should count down up till it logs them in. When it does log them in it should be guaranteed not "oh sweet, I'm logging in, 1017!!" man....
Now instead of having actual world servers.... They should just have zone servers and when you log into the game, your logging into the zone you logged out into. Zone servers should be capable of serving an area in the game and be adaptive. E.g. let's say everything is off and down to 1 zone server.
Player A Logs in: Needs Uldah and no Uldah Server is running. Immediately a new Uldah Server get's spun up, signals it's ready, and player A logs into Uldah
Now let's say a zone has a preferred cap of 10,000 people with a hard cap of 100,000.
Now let's say 10,000 people are on the Server hosting that instance of Uldah.
Player B logs into uldah. Uldah is full, so the system immediately spins up another Instance of Uldah (Uldah 2). The same system then starts transparently moving solo players not in groups from Uldah 1 to Uldah 2, so Player B isn't alone trying to maintain a 50/50 balance. Only when Uldah 1 and Uldah 2 hit 10,000 players will the system spin up Uldah 3
Now players in groups should be moved to the same instance of uldah. Unless they are in different areas, in which case there is no need to move them until they enter the same area. When they are in the same area, whicever party member's instance has the lowest pop is what the system moves the partymembers to so they see each other in the same instance (this should happen during zoning as to be 100% transparent to the player).
As for game play, from the player's perspective it should appear that all players are on the same server all the time. No one picks a server, they just log in and play. Allow them to set their geographic location in their account settings.
Now, SE Could spin up instance servers (100% independent 'e.g. Dungeons/Raids') in different geographic locations and then smartly decide on an instance server based on players account settings for their geographic location. E.g. If Player A B and C say NA and Player C says China then spin them up in the canada data center and the guy in china will have to have to deal with the latency because 3 low pings > 1 high ping.
I mean what I'm talking hear is basically a complete restructure of the games backend...
Square is more likely to answer this problem with BEEFY hardware and TONS of servers and free transfers.
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