They should just let everyone on and then cause a server crash.......that way noone will be able to play and that will be fair to every one.
They should just let everyone on and then cause a server crash.......that way noone will be able to play and that will be fair to every one.

wait, so no one can make a character on any server now?


Imo, the game's great but the server design is a complete and utter failure. They spent all their time on the game client and not much thought into the back end. The login server should be 20+ physical servers on a load balancer, capable of handling millions of incoming connections and channeling them to the least loaded login server in the cluster. At which point players should be checked against a server, if it's full a que should pop up You are in que "position 3609" and it should count down up till it logs them in. When it does log them in it should be guaranteed not "oh sweet, I'm logging in, 1017!!" man....
Now instead of having actual world servers.... They should just have zone servers and when you log into the game, your logging into the zone you logged out into. Zone servers should be capable of serving an area in the game and be adaptive. E.g. let's say everything is off and down to 1 zone server.
Player A Logs in: Needs Uldah and no Uldah Server is running. Immediately a new Uldah Server get's spun up, signals it's ready, and player A logs into Uldah
Now let's say a zone has a preferred cap of 10,000 people with a hard cap of 100,000.
Now let's say 10,000 people are on the Server hosting that instance of Uldah.
Player B logs into uldah. Uldah is full, so the system immediately spins up another Instance of Uldah (Uldah 2). The same system then starts transparently moving solo players not in groups from Uldah 1 to Uldah 2, so Player B isn't alone trying to maintain a 50/50 balance. Only when Uldah 1 and Uldah 2 hit 10,000 players will the system spin up Uldah 3
Now players in groups should be moved to the same instance of uldah. Unless they are in different areas, in which case there is no need to move them until they enter the same area. When they are in the same area, whicever party member's instance has the lowest pop is what the system moves the partymembers to so they see each other in the same instance (this should happen during zoning as to be 100% transparent to the player).
As for game play, from the player's perspective it should appear that all players are on the same server all the time. No one picks a server, they just log in and play. Allow them to set their geographic location in their account settings.
Now, SE Could spin up instance servers (100% independent 'e.g. Dungeons/Raids') in different geographic locations and then smartly decide on an instance server based on players account settings for their geographic location. E.g. If Player A B and C say NA and Player C says China then spin them up in the canada data center and the guy in china will have to have to deal with the latency because 3 low pings > 1 high ping.
I mean what I'm talking hear is basically a complete restructure of the games backend...
Square is more likely to answer this problem with BEEFY hardware and TONS of servers and free transfers.

Thanks everyone for the notifications.
Please know that I wasn't trying to troll or complain about the game, was just trying to find out the facts. For reference, I LOVE the game so far, excellent job Yoshi and SE team. You did an amazing job and keep up the good work.
As yesterday was full launch, it was expected for servers to be loaded down until things get balanced, fixed, and leveled off.
I look forward to see what the Dev team brings in the future!
<a href="http://www.enjin.com/" alt="guild hosting"><img src="http://sigs.enjin.com/sig-ffxiv/44503_85337bb5faa1cf7a.png"></a>

I got my two brothers to start playing. One made a character on my server (Sargatanas) and has been enjoying it. The other can't even make a character.![]()
i7 3770K @ 4.5 GHz -- GTX 780 Ti SLI
3102 Survivor
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