Why do the servers freeze with just 200 people in one area. Doesnt the M in MMO stand for Massively? Fix it. You have more than enough resources.
The work the servers have to do goes roughly with N squared where N is the number of people within proximity. So 200 people is about 10,000 times as much work as 2 people passing by. It can certainly be overcome, the question is is it happening often enough to justify it cost wise.
This was always one of the big meta-questions about classic. As the game has developed, it isn’t just game changes, it is also technology improvements. I know it is easy to say “you want classic, well this is what classic was like”, but it is also fair to expect people to understand that making it “classic rules and systems but BfA level tech” is basically asking them to write a new game that took 15 years to write the first time around.
No, it stands for Multiplayer.
Psst… there are two!

Psst… thats the joke!
Eh, you’re both right. One stands for Massively, the other for Multiplayer.
(And yes, I’m a clueless yutz for not getting the joke.)
In any case the guy who pointed out that the load doesn’t scale linearly is right. When they build the system, they build it with a peak number of active players in mind. It won’t croak outright if you exceed that but performance will degrade. Possibly very rapidly.
What that design N is, I don’t know. It’s possible they lowballed it.
Well yeah! That’s why I was being silly in response! ![]()
For quite some time, and I’m sure it is still the case, EvE online boasted the most advanced servers in the multiplayer gaming space.
They made the boast several times that server manufacturers would have them stress test new hardware in the Jita system (The most populated solar system in the EvE universe) to see if it could handle the strain.
200 Person combats were relatively common in EvE Online when I actively played it, and even with the best servers in the world they were still lag-fests.
The server still has to synchronize actions with 200 people, send instructions for display updates, simulate actions and do so with 200 people all with varying connection types and signal delays.
This necessitates that server actions and updates (what we perceive as lag) will be delayed simply due to the sheer number and variety of players experiencing the same content and area.
EvE online has gone so far as to actually build a time dilation system into their more massive scale combat these days.
When you have 1,000 people in a solar system fighting it out the servers simply cannot keep up.
So instead what happens is that the game turns in to a form of turn-based warfare. Where the actions you normally take over the course of a few seconds are actually spread out over several seconds or even minutes to allow the server time to keep everything in sync and update all clients.
To bring it into another perspective…
There’s a reason why, even after nearly a decade of server technology advancements the Battlefield series still has 64 player caps on their servers.
Walmart servers? Hell, my local one doesn’t even sell mouse pads.
Oh man pvp has been horrible this xpac.
Dunno what they did with their code/servers but its bad.
Mouse pad? What is this, 2005? Your Walmart is just keeping up with the times. Out with mousepads, in with frozen hamburgers with buns made from doughnuts.
or they could turn off crz and sharding in certain high demand areas. they have allready put up the no mount area around chromie so why not just disable crz in CoT?
i think the servers run on duracell. maybe they need energizer