Devs do not understand basic system networking

This is re: the recent bluepost concerning technological limitations to server capacity and transferring off being the only option.

We solved the 100k connections issue more than 20 years ago. Elder Scrolls Online is one giant sharded megaserver hosting hundreds upon thousands, if not millions of people, and it runs mostly without any performance issues. Blizzard is gaslighting us into thinking there is no technological solution to this, but they use sharding in retail WoW.

ActiBlizz is a multi-billion dollar company. There is no way they AREN’T purposefully being cheap on infrastructure, because there is no way in 2022 for these connections to be bogging performance down this bad. The technology to solve this issue has existed for the last two decades.

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I miss when the AH only some times didn’t work not all the time

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i love all the armchair software engineers on the forums lately.

no, they arent going to rewrite their server for you.

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Imagine hosting MILLIONS at one time on Warzone (same company) with much more technical limitations

But, WoW, is TOUGH

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So you’re turning a blind eye to the millions hosted on Warzone?

As compared to 15-30k on WoW?

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Must have missed the part of the post where he says they want to end the idea of mega servers.

At this point however, we believe the time has come to end the concept of a mega-realm. We hope that with your help and willingness to consider the current and future transfers we are going to offer, we can maintain a lively, vibrant community across all realms without the need for queues or increasingly heavy-handed actions.

So yeah, pretty much that its not going to change because multiple reasons. Their servers arn’t setup in the same way as everyone elses, and they most certainly arn’t going to remake it from the ground up to accommodate even larger servers.

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You don’t even have to look at other games. Look at what fans did with Nostalrius. Yet, many will rush to defend that the multi-billion dollar company is providing a worse experience than a couple of fans with little experience and no budget.

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You mean that has updated software built specifically for it? THe problem is the software limitation of the time they are using. To get it to work the way you want they would have to rewrite it taking months if not more.

And that is the problem. You have a software engineer making decisions that infrastructure engineers should be making. Blizzard has it backwards.

Blizzard makes more than $200k a month on subscriptions alone for a server like Benediction. I think they could afford to upgrade their hardware to support the technology that exists to remedy this issue.

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Again, here we go…

The same server limitations are not comparable when you’re running on 2012 servers hosted by IBM with a janitor and a fan blowing on them

its not the hardware thats limiting … its the software.

sure expect them to spend more money on the servers then they already to cuz people wont stop flocking to mega servers give me a GD break they are doing what they can and you clowns still complain and attack them give them a GD BREAK

The different databases interface with each other virtually instantly no matter the number of queries. As per the blue post, the issue is in how these databases interface with the player, so yes it is a hardware limitation.

are you seriously comparing a first person shooter lobby-based game to an MMO?

because that is the worst comparison ever.

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It’s the server that’s able to hold over 1million users, as compared to a 2012 IBM WoW throttling at 15k

Classic was rebuilt on the modern client/server. This was because of the lack of vanilla code so they had to basically back out all of retails updates to get back to day 1. All of the backend stuff is there, they just need to use it.

It is because that first person shooter is much more strenuous than the MMO, for a number of reasons, but mostly because the game has to track thousands of projectiles at once, whereas WoW is kinda like tabletop DnD with a 3D overlay. The game rolls dice according to player input and displays the result on screen- it’s much more simple than you think.

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it would cost $2m+ a month for over six months to fix this btw.

and then the bugs would come.

this is why testnets are a thing, you legit just have a test net server on PTR to test the changes and fix accordingly after it has passed alpha testing. The months worth of rework could easily happen while they are actively drawing sub money and be tested throughout every step, its not that they cant its just that they wont