Whole lotta people here that seem to think they can do a better job than SE at fixing the problem. How many of you have sent in your resumes?
If the zone won't let you in, then you weren't going to beat the FATE anyways. Sure, you might get a chance at seeing a faint glimmer of Odin before he vanishes 2 feet in front of you, but all you're doing at that point is making it harder for other people to get their win. You might even end up being "that guy" that crashes the server because there was one too many people in the zone. Is the possibility of getting bronze really worth completely ruining everything for everyone else?
Last edited by Reiterpallasch; 10-18-2013 at 05:57 AM.

Give me a break. How many game companies have you ever seen completely lock players out of content instead of fixing the issue? None of these issues are new and game companies long before them realized these issues and implemented fixes to them long before their games were even released.Whole lotta people here that seem to think they can do a better job than SE at fixing the problem. How many of you have sent in your resumes?
If the zone won't let you in, then you weren't going to beat the FATE anyways. Sure, you might get a chance at seeing a faint glimmer of Odin before he vanishes 2 feet in front of you, but all you're doing at that point is making it harder for other people to get their win. You might even end up being "that guy" that crashes the server because there was one too many people in the zone. Is the possibility of getting bronze really worth completely ruining everything for everyone else?
Last edited by Sadebreth; 10-18-2013 at 06:00 AM.

If it's so easy to fix, what's your solution? And I don't mean to fix it down the road. I mean toss us an idea that you can implement right now, to fix it right now. It's easy, so certainly they don't need to do something like this in the meantime right?Give me a break. How many game companies have you ever seen completely lock players out of content instead of fixing the issue? None of these issues are new and game companies long before them realized these issues and implemented fixes to them long before their games were even released.



You'll get used to it.
Any FFXI veterans already are during Beseiged's famous days.
I'd rather this, than people crashing the zone, which has been done. Odin, however, will likely need a difficulty adjustment.
That's the whole point. Other people are only inconvenienced for a short time, it's better than everoyne being inconvenienced because of every areas having channels/instances.It prevents people that want in on the Odin/Behemoth battles from doing so and it prevents people from entering a zone to complete a quest objective.
Capping the participants in those fates is the only way for them to be fates without it being a clusterbomb of lag and server crashing.

Slow? What slow are you talking about? Server timing has proved to be very precise, I have seen client side problems, but from a server side coherency, it is pretty solid timing. What makes you think things are running slow server side? (Also Ruby runs factors slower than python)
Yeah, ruby runs slower. But what is with the server code bashing and snide language use remarks? The thread was about hard population caps to prevent system overload, which is a feature of basically any similarly scaled server infrastructure. This has nothing to do with the language being used. It is the nature of a server. It has a fixed capacity, and there is a real world limit to how much it can handle, which is going to be distributed based on the various tasks being performed.
The cap is going to be determined by how much CPU and memory usage each process is going to take, which is going to be dependent on number of objects it has to manage, enemies, some portion of enemy AI, not to mention real world environment, duty finder matching, (potentially) market board, and so on. It is the combination of all these things that is going to determine the cap, and this game has a lot of things going on per server, and per person, all while ensuring coherency between players.
It is a really massive undertaking, and caps of some kind were inevitable. You could argue that the cap should be larger and that this is a sign they have bad servers, or inefficient code, but unless you have seen the actual servers/code, you really have no way to judge unless you yourself have worked on a system in a similar environment. And either way: they would still have caps, The question would simply be what the cap looked like, is it 750, 1000, 1500? I would find it hard to believe these servers could ever cope with much more than ~1000, short of scaling up so high that the cost metric of servers to subscribers isn't worthwhile, no matter how efficient the code was.
Anyway, nobody is actually listening to me here so I am going to stop now. This is why developers usually aren't allowed to talk directly to users. Trying to be calm and coherent when people keep spouting random (frankly confusing at times) assumptions as though they are fact, is seriously frustrating at times.
*laugh* And this isn't even my project.... These forums are bad for me.....
Last edited by Rivienne; 10-18-2013 at 06:57 AM. Reason: 1000 chars
Wow, what a bunch of whiny little brats. We've got a bunch of keyboard Einsteins demanding a fix like it's just throwing another burger on the grill. Stop underestimating the complexity of the situation; they don't have a magic wand they can just wave and make everything all better. This is the first MMO that is allowing PC gamers and console gamers to play together. Therefore, they're likely facing issues that haven't been encountered before. Some fixes take time, like it or not.
Whining about it without offering solutions is unproductive and unhelpful.
Last edited by Aleph_One; 10-18-2013 at 08:08 AM.

i just find it kind of funny that we have so many people complaining about a cap that MIGHT affect people.....but yet no complaints about actually being affected by it. And instancing the zone wont help much, having instances does not increase the servers capacity, just splits it up. So if the zone can only normally hold 2000 people....if you instance it into 2, then each instance can only hold 1000 people....but there will still be 2000 people in the zone. If they cap it off now, they would still have to cap off zones if it was instanced.
So has anyone actually run into this cap yet..? Seeing as how I'm having to necro this thread from a few pages back, I'm expecting the answer to be no.
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