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  1. #61
    Player
    Zun's Avatar
    Join Date
    May 2012
    Posts
    42
    Character
    Zunigo Gray
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by Strigori View Post
    Square Enix releases a ton of games. Pre-order numbers will remain at similar percentages regardless of the type of game. People who preorder, preorder, and people who do not, don't. You can get a very good estimate based on that info, then add some padding into the numbers to play it safe. They knew what their max peak capacity was, and where estimates were to come in. If they had done the math right, they would have been ready, by having more servers and/or capacity.
    Well, you keep your baseless speculation blaming the company for purposely causing and incident that hurts both their reputation and their revenue, and makes no logical sense from a financial standpoint. I'll stick with what the producer has actually stated because its completely plausible, and comes from someone with some actual knowledge of the inner-workings of the company.
    (0)

  2. #62
    Player
    Taelor's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Taelor Vaine
    World
    Cactuar
    Main Class
    Pugilist Lv 46
    People want to add more people to existing servers? Damn, it's already crowded in zones. I know some of this will die down as the novelty wears off, but I'll be curious to see what happens when every one is level capped. It's not like it's hard to get to 50.
    (0)

  3. #63
    Player
    baddagger's Avatar
    Join Date
    Aug 2013
    Posts
    23
    Character
    Zahra Starkiller
    World
    Cactuar
    Main Class
    Thaumaturge Lv 25
    Quote Originally Posted by Raist View Post
    You aren't taking into account a very important fact that is at the heart of the AFK problem. Those slots are locked 24/7 by the AFK players. Normal players wouldn't be playing in their slots for 24 hours. They will be logging off and someone else would be able to log on in their place. When AFK's get booted, they would get pushed to the back of the queue so the newer log ins can get in. The same goes for active players---when they log off (or get booted) when they go to work/school/sleep/whatever, a new log in gets in.

    Even if it doesn't open up enough room for everyone to get on during prime time at once, it might at least allow them to get in the queue, so we know we have a shot at getting in after a short wait. I eventually got in last night after being queued at 591... so they've been working on that process accommodating more players getting in. The problem is that not enough people are getting off the server so the queue can work as intended.
    Ok but you guys are not taking into consideration something that is more important then the afkers.. The server has to many damn people trying to log in.. there are about 4-5 times the limit of the server can handle trying to log in.. so even if u boot every damn afker its still going to be backed up and getting server filled.. all afk kicks are going to do is allow a few more people to get in .. that's all.. how about trying to fix what the problem is.. lack of space for everybody so.. by inceaseing the server cap so everybody can get in and you can have all the afkers u want cause people can get in ... cause sooner or later those people who are afk that get kicked are joing to sign back on and then join the pool of everbody whos trying to get back in and keep the sever full.... you cant fit a 500 pound women who has a 100 inch waist into a size 5 thong...
    (0)

  4. #64
    Player
    Raist's Avatar
    Join Date
    Aug 2013
    Posts
    2,457
    Character
    Raist Soulforge
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 60
    Actually.. it's less of a problem of how many are logged into the server. The root of the problem was instanced content and duty finder overload. SE is capping how many can be logged in at once to keep those subsystems from getting overloaded. We were fine with a heck of a lot more players just being in the game--it was when they joined specific content that overstressed these secondary systems that problems arose and people got locked out with their characters "still logged in" and such. SE is now choking down player access to prevent an overload on those servers, because they are linking data across multiple worlds and can't handle that combined load---the individual world servers can handle more players so long as they aren't hammering those subsystems.

    Part of their plan tomorrow is to introduce more duty servers and break things down to run in smaller clusters per duty server to (hopefully) resolve this issue. If successful, it theoretically means they can increase the caps per world again. How much of an increase remains to be seen. They will likely make adjustments in stages to make sure things remain stable, so it may still be a short while before we can see log in stability like we want.
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