Not sure why we are comparing to ShB.
This is a different time than ShB. The amount of attention that FF14 is receiving is at an unprecedented high.
I think they should be more if not double prepared compared to how they did ShB.



Not sure why we are comparing to ShB.
This is a different time than ShB. The amount of attention that FF14 is receiving is at an unprecedented high.
I think they should be more if not double prepared compared to how they did ShB.


We are roughly 4-5 months away from launch. We've gotten a big surge of players, but who even knows how many will actually keep playing, especially all the way to the end of Shadowbringers. 200+ hours is no small commitment for the average gamer.
The sky is not, in fact, falling.



Exactly this-- and +1 to you Nightshade-- succinct answer that I couldn't have coined any better.Hence why come Shadowbringers, we didn't have any instanced content until well into the MSQ and the branching path for Allise and Alphinaud were made considerably longer. They also launched the expansion with every single new city having extra instances to split players up. In other words, they learned a harsh lesson from SB and aren't likely to repeat it.
Relax-- breathe-- Raubhan EX will never re-occur.
As ForteNightshade mentioned above, one of the few clever methods that the Devs used to greatly alleviate that problem was the splicing of the MSQ into the Alisie and Alphy paths. The madness that happened during Stormblood was ridiculously insane-- I barely escaped it because I logged in immediately at launch and turbo-ed through the Raubhan instance. However, it was no fun at all being one of the five or seven people who made it to Kugane, and SE learned many valuable lessons.
The other two highly sophisticated yet subtle ways that networking bottlenecks were fixed in Shadowbringers were the addition of the Trusts system --of which I'm a massive fan (former FFXI player here)-- and the very precise and elegant linear choreography that players undertake at the beginning of ShB.
Notice that one wanders through a specific linear set of cutscenes that eventually allows the player to arrive at the Crystarium whereupon the player is sent on various "quests" to explore the city, familiarize with certain NPCs etc-- this is very deliberate. In addition to the multiple instances introduced for the city (and other areas), all these elements help to ease the heavy influx rush of players attempting to queue for one sequenced battle, dungeon or MSQ related Duty Finder all at the same time.
As for the issue with the Aether servers, that is a fixable problem-- it's obviously isolated to that data center due to a larger demographic eager to try out the game-- and there are several solid networking solutions to that.
Relax and let SE finish fixing the problem-- they already have their sleeves rolled way up and are hard at work making the solution happen.
Last edited by Ramesses; 07-14-2021 at 11:39 AM.
"After ten years, finally headed to Sharlayan... absolutely stoked"
For once I'm happy I'm not in aether right now. That whole DC is going to stay congested for months, and when expansion hits its just going to get worse. The problem with Raubahn Savage and Pipin Savage was gating MSQ behind two instances with no real queue. That was just bad game design, but what aether is experiencing is out of SE's control unless they decide to completely shut down character creation on aether. Not sure if the backlash from that would be worse than another Raubahn though.
and too many others to quote
Are forum users incapable of reading comprehension? Why is everyone repeating the same shit over and over again. You know I know that right?
Last edited by Drakonic; 07-14-2021 at 12:05 PM.





There are many other people who have addressed other related concerns that you're ignoring. The MSQ has branching paths that stay branched much longer than during Stormblood. They've done a lot of backend work on the instance server to make things run more smoothly. Light and Crystal didn't exist, so they alleviated some of the load there by doing things like making sure massive servers like Balmung and Gilgamesh aren't on the same data center. People were abusing the instance to get around the auto logout because such congested data centers had login queues through the roof. And there was a DDOS attack that happened to the instance server at the same time.
Another reason I haven't seen mentioned is the effect of world visit. This will allow people to spread out a bit to get content done instead of congregating on one or two servers.
So it is incredibly unlikely we're going to have issues because SE learned many lessons the hard way and have put many measures in place to avoid the various problems that came to a head at that time.
The is the hypocrite troll, I suggest to just ignore him. He won't listen to anyone since he's only seeking attention.There are many other people who have addressed other related concerns that you're ignoring. The MSQ has branching paths that stay branched much longer than during Stormblood. They've done a lot of backend work on the instance server to make things run more smoothly. Light and Crystal didn't exist, so they alleviated some of the load there by doing things like making sure massive servers like Balmung and Gilgamesh aren't on the same data center. People were abusing the instance to get around the auto logout because such congested data centers had login queues through the roof. And there was a DDOS attack that happened to the instance server at the same time.
Another reason I haven't seen mentioned is the effect of world visit. This will allow people to spread out a bit to get content done instead of congregating on one or two servers.
So it is incredibly unlikely we're going to have issues because SE learned many lessons the hard way and have put many measures in place to avoid the various problems that came to a head at that time.
I remember when people said that before Stormblood lmaoThere are many other people who have addressed other related concerns that you're ignoring. The MSQ has branching paths that stay branched much longer than during Stormblood. They've done a lot of backend work on the instance server to make things run more smoothly. Light and Crystal didn't exist, so they alleviated some of the load there by doing things like making sure massive servers like Balmung and Gilgamesh aren't on the same data center. People were abusing the instance to get around the auto logout because such congested data centers had login queues through the roof. And there was a DDOS attack that happened to the instance server at the same time.
Another reason I haven't seen mentioned is the effect of world visit. This will allow people to spread out a bit to get content done instead of congregating on one or two servers.
So it is incredibly unlikely we're going to have issues because SE learned many lessons the hard way and have put many measures in place to avoid the various problems that came to a head at that time.
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