Re: Guild Wars: impressive server stability or what!?
- From: drocket <drocket@xxxxxxxxxxx>
- Date: Mon, 25 Jul 2005 21:44:29 GMT
On Mon, 25 Jul 2005 23:22:22 +0200, Mean_Chlorine
<mike_noren2002@xxxxxxxxxxxxxxxxx> wrote:
>Yeah, but that's the thing: the 8 people in the 1000 instances can
>always "see" eachother. Not all 8000 people in the 1 instance can
>"see" eachother.
>I don't know what the cutoff distance might be, but it's probably not
>all that big. It might well be no bigger than the range of the radar.
>The question is then if people in a persistent world on average see
>more people, items, and monsters than people in instanced worlds. As I
>said I think they do, but I don't think the difference is quite as big
>as in your worst-case scenario.
Yeah, its definitely not going to be as bad as worst-case-scenario.
The BEST case scenario, though, is pretty much equal to the standard
instanced mission scenario (assuming that you have 8 people in a group
and all that, since those 8 people are again pretty much always going
to be able to see each other.) The more standard scenario is pretty
much invariably going to be worse than the best case scenario (at the
very least, you're occasionally going to have groups bumping into each
other.)
>I'd be interested in hearing if anyone knows how persistent worlds are
>partitioned over physical servers? Because I assume it's not a 1:1
>relationship between logical server and physical server?
>Do persistent worlds have transition zones (ie are effectively
>subdivided into instances)?
It greatly depends on the game. Everquest handles each of its zones
pretty much the way we've been describing instances. Each physical
server handles multiple zones. I'd imagine that any game built around
zoned regions would work pretty much the same because its just such a
logical way of doing things.
Games that don't have nice easy 'zones' get more complicated. On
Ultima Online, the world (main world, at least - they have additional
maps that have been added in expansion packs) is divided into 7
regions, each one controlled by a seperate server. This setup has
lead to a whole lot of bugs and duping opportunities during the game's
history, though they've mostly been fixed. Dark Age of Camelot works
similarly.
.
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