Quote Originally Posted by Krotoan View Post
Where? By you posting an example from a different game?
And example of how a few games do it. Hell even voxel based games do it like that.

You all would be surprised how much is actually done client side. The only thing the server needs to 'talk' to clients about in real time is when someone moves within visual range of another character or a change has happened. In fact I just ran resource monitor to see how much data is being used.

Inside Limsa Lominsa it was about 16kb/s to load into the game at the first time. Stabilized around 1.2kb/s. Loading into Shirogane required 2kb/s and then stabilized around 750b/s. Going back to Limsa was about 1.2kb/s and stabilized there (I had already loaded the assets).

Limsa Lominsa is equal to about 2-3 housing wards while being static in nature, its load is only the players in it (the rest is handled client side). I think they can afford more. That's if they don't wish to go the instancing route. If they do.. well I looked at that too. 52b/s. An 800 baud modem from a commandore 64 could handle over a dozen connections. I'm sure the FFXIV servers would be able to handle that. Instancing of course is the lightest way of doing housing. In wards you need to show the movement info of everyone in visual range and check to see if they are in range every tickrate.

In instances its only for those who are present. Wards exponentially create load on the server. Instances more evenly spread it.

I feel like Galileo trying to explain how a telescope works and everyone is claiming its heresy instead of just taking a look.