You ever appear on that show American Pickers? I guarantee you 20 barns on your property full of trash you havenât seen in decades.
I am a collector type. The 11 stash tabs I have (donât own Necro) are tight on NS. If I had 20, I would be totally fine. Just visit Haedrig, he is D3âs trash man. He will help you out.
The average first-year rent among the 23 markets is $158 per kW per month , or $1.9 million per year. the average total tax pay- ment, including sales/use tax and likely incentives, is about $1.9 million over the life of the project.
But please remember; theyâre paying for a service, not just plain hardware. Also annual price can vary for sure depending on how large or small the averaging project is.
According to his logic 10 terabyte HDD at the market only costs like $235, so Blizzard can easily afford it but holding back. I really tried to explain how this is not the case but failed to convince him otherwise.
How are you so sure the required change only takes like 15 gigabytes? Do you know all the expressions, scripts and functions stored at the server per player? Nobody could answer that question because they donât need to store 15 gigabytes extra in a whim. Only a field expert can do that and Iâm not one.
A huge data center can home to quite a few multiplayer games and host their servers at once. This is just rates for power cost, you still pay them rent for hardware since you are charged by data size you want to store and its maintenance. It should give you a rough idea about their costs annually, so their income must be equal or higher.
World of Warcraft is hosted in 10 data centers across the globe, with AT&T providing the facilities and network. The game is powered by more than 75,000 CPU cores.
It takes a lot of resources to host the worldâs largest online games. One of the largest players in this niche is Blizzard, which operates World of Warcraft and the Battle.net gaming service for its Starcraft and Diablo titles. World of Warcraft (WoW) is played by more than 11.5 million users across three continents, requiring both scale and geographic scope.
Blizzard hosts its gaming infrastructure with AT&T, which provides data center space, network monitoring and management. AT&T, which has been supporting Blizzard for nine years, doesnât provide a lot of details on Blizzardâs infrastructure. But Blizzardâs Allen Brack and Frank Pearce provided some details at the recent Game Developerâs Conference in Austin. Here are some data points:
Blizzard Online Network Services run in 10 data centers around the world, including facilities in Washington, California, Texas, Massachusetts, France, Germany, Sweden, South Korea, China, and Taiwan.
Blizzard uses 20,000 systems and 1.3 petabytes of storage to power its gaming operations.
WoWâs infrastructure includes 13,250 server blades, 75,000 CPU cores, and 112.5 terabytes of blade RAM.
The Blizzard network is managed by a staff of 68 people.
The companyâs gaming infrastructure is monitored from a global network operating center (GNOC), which like many NOCs, features televisions tuned to the weather stations to track potential uptime threats across its data center footprint.
I think that even with this outdated information, the amount of data needed for adding some mire stash tabs (I think 200 is way excessive) is the equivalent of a tear in the ocean.
For WoW alone in 2009, there was 1.3 petabytes of storage. The amount of ectra storage space we are discussing here is absolutely trivial in comparison.
I hope you are aware Blizzard is not holding back anything. The decision is a burden to take on. They recently acquired by Microsoft and I donât think Microsoft rather implode this company rather than spending more than needed minimum.
Youâre right, adding tabs is the easy part. Synchronizing them and listening to fans complaint about slow load times is the hard part. Then thereâs dealing with the increased costs that snowball over the course of years for an unmonetized game which is the hardest. After game is about to retire I am willing to bet they donât consider it as an option. Itâs too much logistics just for a simple but costly change on a very old game.
We already discussed that. Please read my earlier comments about Blizzardâs internal test was with a stash full of socketed jewelry in a 4 player game.
Also, I am perfectly happy with character slots instead and I raised that point to Nev during the whole stash space snafu. In that scenario, there is no sync issue.
She responded that Blizzard did not want players opening and closing too.many games.
Blizxard likely has availabke capacity on their server. It would be catastrophically dumb to be that close to the edge space wise since there would be no margin for error/technical hiccups.
In petabytes, how much server capacity does D3 use?
If they doubled stash space (or character slots if you prefer due to sync issues), how much extra server space would be needed?
Keep in mind that WoW had ~11.5 million players in 2009 and was 1.3pb.
Sure, but it was also 15 times less tabs. And regardless what you prefer, we havenât gotten it the last decade+, it wonât be added now when they officially has stopped development.
If we go by outdated data to make a dumb estimation, using an unrelated game as a standard here; then I reckon itâd be about 6-7 petabytes or even larger, given D3 have reached 65 million players. Doing any optimal change can be very costly looking at that. You can not positively want 200 stash tabs after a decade.
Thatâs total players over the lifetime of the game, WoW was active players so not really comparable in any way. For reference WoW exceeded 100 million total players a decade ago.
It was a shot in the dark anyway since both games have different ways to express and store data. I think Iâll go with around 1 petabyte because I remember developers commented how D3 items require more expressions than a simple WoW item. According to Microâs site linked up there, the 5 year cost of 1 PByte is around 1.3 million dollars.
⌠more randomization means you can keep chasing that perfect item, but that means the amount of data needed to describe an item is much, much larger than say, a World of Warcraft item, which is static and only needs a unique number to identify it. âŚ