I didnt ask, but thank you, also the fact you dont know Titanmen is Skiros shows how clueless you are
So every other game is doing it wrong I guess ? Even WoW ?If the impression from that is "OMG the game must be so full and popular" - Then I would argue those people are lost.
They aren't really faked, the logins are arguably just done in a buffer so that simultaneous login requests cannot effectively DDoS other players in the queue, or from the world itself. They would be entirely separate, in this regard it's just a misleading message to say the world is full. But then arguably most people would conflate the message anyway, in that most people would see login server queue as being synonymous with "The world must be full"
Edit: It's hardly done with an intent to 'fake' numbers or to give some mystical weight to the worlds/game being more popular than it is. From an infrastructure/networking PoV, there are pretty clear reasons why such a system is and would be in place.
Last edited by Stormpeaks; 06-15-2023 at 07:23 AM.
Point me to where I said other games were doing it wrong? I'll wait...
But since you can't answer that because you're trying to make a weird rhetoric out of thin air.
But hey, let me clarify. - I just stated that there are clear reasons why such a system is in place, depending on how much you do or don't invest into underlying infrastructure. Some games will deal with 'hidden'/'obfuscated' queues, where these numbers aren't stated, but still otherwise there, and done in some other way, e.g., loading screens. Some will otherwise specify those, which is the case in XIV, and different companies will have a different infrastructure. In fact, you could ask several infrastructure engineers, and/or network designers to design a system, and you would get several different responses, each for their own different reasons.
In the case some games, everyone connects to the same lobby server, which will establish and maintain your connection with a Data Centre, be it Chaos, Light, Elemental, Mana, Aether. Once you select a world, the lobby still is responsible for allocating you a server that then has that world data, and this would still remain the case with the queue. Once the queue is gone, and you're in the world, then you'd be redirected. This has a few benefits in that... The logging in server traffic is separate from the world(s), so if the lobby were to go down, for example, it means that the world necessarily doesn't, so those people could still remain connected -- This is why in some games even when servers go down, players remain connected, even in the case of, say, Steam or Playstation Network - Because it is different servers handling different data and/or for different purposes.
This is also why, when there is an outage, it isn't necessarily everyone on the same world that is affected, because it isn't 1 world on same server/IP, but rather a bundle of people from different worlds on the same server, and vice versa with a single server handling players from multiple worlds.
Again, I'll wait for your response as to where I said other games were doing it wrong.
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