Quote:Original post by xJOKERx hplus0603 - MMORPG's like SWG, EQ 2 , Matrix Online and others have proven time and time again that high graphic quality results in lag and other game play issues.
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False actually. SWG and EQ2 are threaded and what you may
perceive as lag might be fps, might be network lag, but the two are completely seperate issues unless you built your client wrong.
Quote: Because we do not want to seperate the community. We would much rather try to keep all the community together on the same virtual world to avoid ghost towns or even ghost servers.
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Take a look at Wish and their blade server cluster they are ebaying for $120,000. They couldn't do it obviously and had major lag as balancing a simulation properly is probably one of the hardest possible things to do in games if you ask me.
EVE Online has been successfull but there is a reason for it, with minimal collision and being in space so able to seperate servers very easily. Their game design actually fit an easy way to load balance. It is also a million times easier on the content creation pipeline. I have no doubts with the server
AND game design of EVE they could hit 500,000 concurrent if they had that amount of people, although obviously they would have to greatly expand their server cluster. Than on top of that players will still get together in certain areas and you will have to load balance the simulation there somehow.
Which brings us to the fact that you are forgetting the downside (well one of many once you get past load balancing the simulation).. and that is that your content creation must be through the roof. Think of an MMOG server with 3000 players.. there are
always areas where people will rather or perceive as 'the best'.. like it or not. If you think you can build 100x the content that Blizzard did than all the power to you and I wish you luck on that. I have zero doubts that it
could be done with procedural generation and a smart generation system.. but it still won't be nearly as good as a hand placed world.
Quote: My question now is , why 1000 players per a server ? and is their ways to go past that number effectively with today's network technology. |
It is totally dependant on the game and there is no possible way you can get a number like this without testing your actual software. I have seen people put together games that hold 20 people, I have seen 1000 people, I have seen 8000 people. It is completely, utterly, 100% based on your server architecture
AND the game design.
A game like Ultima Online you could easily hit 10,000 concurrent users per server if you have a good architecture (such as RunUO) because you don't have the expensive collisions, etc. I would estimate a game like WoW getting maybe 1000 users per box (counting that each zone is a box), although that is still obviously a total
guess as it completely utterly depends on the server software and game.
I hope that helps, and good luck :)