Ok, I''m going to work on making a complex AI as I have been speaking of. It may take me a while because I''m currently working on a project. But I will document the research, and if GameDev would let me, I will be more than happy to write an article on what I can come up with.
~Vendayan
AI for RPGs
"Never have a battle of wits with an unarmed man. He will surely attempt to disarm you as well"~Vendayan
quote:
Original post by Sigloxx
(I think they actually use one physical server per zone, though, and each zone contains usually less than 150 players and roughly 1000 NPCs..
FYI: For those that are interested, each EQ world server is (unless recent changes have been made within the last year) comprised of 22 physical machines running as a cluster. Each machine handles several zones so the player count for a machine was several thousand during EQs peak of subscription (and at peak times). The average zone had only a hundred or so NPCs maximum, although some zones would have several hundred (and some would have less than a hundred).
Cheers,
Timkin
[edited by - Timkin on December 1, 2002 6:38:09 PM]
quote:
Original post by Timkin
FYI: For those that are interested, each EQ world server is (unless recent changes have been made within the last year) comprised of 22 physical machines running as a cluster. Each machine handles several zones so the player count for a machine was several thousand during EQs peak of subscription (and at peak times). The average zone had only a hundred or so NPCs maximum, although some zones would have several hundred (and some would have less than a hundred).
Cheers,
Timkin
[edited by - Timkin on December 1, 2002 6:38:09 PM]
Not wishing to develop as it's a bit off topic, but just wanted to correct a few things - not sure what your info source is?
Each machine indeed covers several zones, contrarily to what I had wrotten earlier. Each server comprises 171 zones, and the maximum total number of NPCs is certainly more than 30 000 (the numbers you mentionned seem ok for the 51 original everquest zones, but in add ons almost all zones have over 200 NPCs). And more importantly, the maximum number of player per server (not per machine ) is a few thousands (2 years ago servers were crashing when reaching 2500 to 3500 players, or when some zones were geting over 300 players (new server releases, the "newbie" zones were overpopulated), nowadays they seem more stable, but even at peak times after new add on releases the most popular servers don't go above 3000 or so players/server.
EDIT : I noticed in another post that you have been playing Everquest too. About the number of NPCS per zone, arena has zero, erud s crossing, Solusek Temple and Erudin palace (and maybe a few other city zones, Oggok, Halas, Qeynos catacombs, Kaladim North and South, neriak foreign quarters) have less than 100 NPC up at max. Many of EQ clasic zones have more than 200 (Everfrost, revamped PoH, the various karanas, etc..). In Kuniark, Droga for instance has probably over 400 mobs -though it becomes harder to tell even for a tracker -, Nurga about the same, and most outdoor zones have quite over 200. The smallest zone I can think of is howling stones with something like 150 mobs (Karnor is roughly the same too). The distribution of player per machine seems well done (I noticed one machine was having Rivervale+Lesser Faydark+Solusek B++one or 2 other, as far as I remember, meaning the machine covers zones of various popularity and made for different levels of players). For the player population by server, it's been harder to tell since Luclin's release, but the number of servers slightly increased, and I don't think the number of subscribers increased much?
quote:
Original post by Vendayan
Ok, I'm going to work on making a complex AI as I have been speaking of. It may take me a while because I'm currently working on a project. But I will document the research, and if GameDev would let me, I will be more than happy to write an article on what I can come up with.
~Vendayan
Good luck, will be very interesting to see your ideas developed that way
![](smile.gif)
David Antonini.
[edited by - sigloxx on December 2, 2002 5:32:22 AM]
David Antonini.
quote:
Original quote by Sigloxx
not sure what your info source is?
I worked as a guide for quite some time, although I gave it up to write my thesis.
quote:
Original quote by Sigloxx
Each server comprises 171 zones
Okay, I did make the distinction between World Servers and physical machines (servers). You are thinking of a World Server when you are quoting 171 zones per server (eg: Karana Server, Innoruuk Server). Each World server is actually a cluster of physical machines: when last I was involved with CS it was 22 machines per world server, as I noted above.
As to the number of mobs per zone... I''m going by data collected from ShowEQ (packet sniffer). If you have contradictory data I''d be interested to know its source. As I said above though, I wasn''t talking about every zone, but rather the `average zone''.
Cheers,
Timkin
I''ve got one question, why can''t the client computer handle some of the computations? the server just has to be the database of the world.
on a side note, why are RPG''s still number based? They started RPG''s with numbers only because there were no better way to simulate combat. There has to be a more exciting way to fight than subtracting numbers.
on a side note, why are RPG''s still number based? They started RPG''s with numbers only because there were no better way to simulate combat. There has to be a more exciting way to fight than subtracting numbers.
there are basicly two ways to handle the battle thing
1st) you use numbers and you do the same as every one else
in my opioin the battles are are done ''using numbers'' that way because that is the best way to represent somthing in the computer and its one of the fastest for sure.
2nd) you could make the battle more like a fighting game aka ''mortal combat'' ''teken'' ''vf'' but then since you need to represnt damage to a charater in the rpg you still need to use numbers to store data its no fun if you hit the guy every time and he is kill do to random button mashing
1st) you use numbers and you do the same as every one else
in my opioin the battles are are done ''using numbers'' that way because that is the best way to represent somthing in the computer and its one of the fastest for sure.
2nd) you could make the battle more like a fighting game aka ''mortal combat'' ''teken'' ''vf'' but then since you need to represnt damage to a charater in the rpg you still need to use numbers to store data its no fun if you hit the guy every time and he is kill do to random button mashing
0))))))>|FritzMar>
quote:
Original post by Leecho0
on a side note, why are RPG''s still number based? They started RPG''s with numbers only because there were no better way to simulate combat. There has to be a more exciting way to fight than subtracting numbers.
everything in computers is numbers (compute r, it''s not just a clever name), there is no way around it...
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
quote:
Original post by Leecho0
I''ve got one question, why can''t the client computer handle some of the computations? the server just has to be the database of the world.
Because clients cheat.
quote:
on a side note, why are RPG''s still number based? They started RPG''s with numbers only because there were no better way to simulate combat. There has to be a more exciting way to fight than subtracting numbers.
Most things can be mathematically modelled. The only difference here is that they let you see the numbers to add to the game. What''s wrong with that? And do you have any alternatives? (The Game Design forum may be a more appropriate place to discuss them, however.)
[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions | Organising code files | My stuff ]
quote:
Original post by Timkin
As to the number of mobs per zone... I''m going by data collected from ShowEQ (packet sniffer). If you have contradictory data I''d be interested to know its source. As I said above though, I wasn''t talking about every zone, but rather the `average zone''.
Cheers,
Timkin
Ah ok. Well my own experience is just as an ex-addicted EQ player having played trackers and pullers at most levels(in several dungeons I can actually just count the mobs as I know where they spawn and roam), so I''d rather trust showEQ
![](smile.gif)
![](smile.gif)
Whatever the exact average number is anyway, the number of NPCs per world server is way higher than the max number of player per world server that the machines can deal with (even with 1000 mobs per zone it means 17 000+ mobs per world server, when world servers tend to crash with 3000+ players logged on).
Regards,
David Antonini.
David Antonini.
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