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#1
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Again, just asking if this step is really necessary? Thanks... P.s. I assume this would not be an option, but would communities have the option to run a non-clustered server? Last edited by heynow; 09-04-2007 at 11:14 AM. Reason: revised |
#2
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yes the hardware improved a lot but even if you assigned 1 big as quad-core box to 1 planet there would still be a definite cap for players and no dynamic processing is allowed then. i would say to achieve SOE's standard of 3000 players online would need 10-15 middle line servers |
#3
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oh forgot to mention that we dont have to fully finish clustering for a playable version, the advantage of our system will allow it to run on only 1 box. so its good cause we will be able to give you pre-cu a bit earlier and we can still make it big sometimes later
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#4
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Thank you devs for giving the base coding of SWG (probably the wrong term) so much attention. I would rather play a stable game a year from now than a 100 person limited/unstable server 4 months from now. So, I am all for giving clustering some lovin
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Game MasterFONT=Arial] <serpentkaa><serpentkaa><serpentkaa><serpentkaa><s erpentkaa><serpentkaa><serpentkaa> </serpentkaa></serpentkaa></serpentkaa></serpentkaa></serpentkaa></serpentkaa></serpentkaa>
[/FONT] SWGEmu is a non-profit, open source community project. [19:31] <+stevedeath> I am currently being held hostage by an invisible force. He wants one million in US currency, and a plane to Havana. He calls himself: The Box. |
#5
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NY Times
Article By SETH SCHIESEL Published: December 10, 2005 "But for many people it is much more than a game - it is a part of their lives where they have invested huge amounts of time building a community. And that community has been based on a sophisticated, mature game. So now, for them to take an adult-level combat and economics simulation and turn it into a mindless game for 10-year-olds is a violation of that community." |
#6
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no, he's saying to run a server as stable as SOE's that's about how many you'd need, if you wanted to be able to have 3000 characters running around at the same time, or you could have 200 or so characters running stably on 1 middle line server
clustering = ability to spread the the workload of the server over several servers instead of one. several servers = more stability & higher player cap though from what I've seen with the player cap on the wow emu, they can turn it up as high as they want, but the server will crash and have to be restarted every hour or so if it's set too high
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Let not thy will roar, when thy power can but whisper |
#7
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yes, one single good server can hold around 300ish players at once, a very good can do 500 or so. that's why we really need to think on a larger scale
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#8
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That is awesome news from Oru.
People may think that the clustering system is getting too much love, but don't worry because it is necessary for the long-life of the Emu. This is no dog and pony show where they just slap some code together and emulate the function of the SOE servers. They are taking it a step above to make it more cost effective while also being more effective in terms of player caps. Everyone benefits from clustering, not just server admins. More people = a larger community and hence more people to interact with. And if the Emu team does decide to keep the binaries and host their own server they are going to need the highest player cap they can get when all the server communities converge on an official SWGEmu server. But if they decide to release the binaries other people it means that people who can host a server will not really be limited on the amount of people they can host, unlike on ****ty WoW private servers. Thanks for the updates Oru, it is much appreciated. |
#9
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From what i have read, they are keeping the binaries, but releasing the exe's for other servers to use. I could be wrong, but this is how i understand it.
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#10
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It's good to know that you can go from just 1 server on up if you wished, depending on the player base. Looking forward to it... Thanks! |
#11
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HEY NOW! I'm sorry, I... couldn't help it. |
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