Quote Originally Posted by Knovah View Post
I took it as:
The worlds have a very high population and everyone logging in at once will cause a melt down and further down time.

The world thing my take on it is this ….I played rift during its launch till recently and they were filled to the brim sort of same situation at first…. and they started throwing servers at the problem.. Well once the initial new game smell wore off we had a bunch of low pop servers and people whining…..
I am thinking they are waiting to see if this solves the problem and you can get a healthy population without doing all that. Most games have those that flock to it rush rush rush do all they can in game, complain on forums and leave for another game (or old game that has added new content) all within first month…

It is not ideal situation and not best way to handle it but any way they handle it will be a backlash from some in the community

* this is just how I see it everyone will see it how ever but this is how I am justifying it to myself lol


* btw I just got in Cerberus with no line no waiting and no problem for first time... I waited till just now and all the complaining on forums died down to go in...
My issue with the whole "server meltdown" idea is that Squeenix knows exactly what login numbers look like (every service on the internet has metrics for this sort of thing) and they know exactly what their servers can handle. It's clearly indicated in the hardware's specs. You can't really "overload" the hardware by accident without intentionally telling the hardware to accept more incoming connections than it's programmed to handle. You can only push so much data down a wire and the hardware on the other end of that wire is engineered specifically to handle that quantity of date. If more people than the servers can physically handle attempt to log in then they'll just get turned down by the routers.

I had a contract with an MMO publisher of note for four months, and their policy was to launch with a good deal more server capacity than they expected to need to prevent these sorts of issues. From my understanding, a lot of these large hardware contracts have deals with their server and network hardware providers that allow them to return underutilized hardware within the first three months for a partial, if not complete, refund, allowing them to OVER-provide without worrying that much about the cost. I'm sure Squeenix has the same sort of setup with whoever's providing their hardware. It's all also under warranty, so there shouldn't be any real concern for testing and whatnot beyond what the hardware specs indicate. All that testing is already done for them by the manufacturer.

Even if they end up with more worlds than they need, that's what server merges are for.