Just a reminder that your servers are still garbage

  • Can’t handle a buff in stormwind.

  • Can’t handle good pvp in blackrock mountain.

  • Won’t handle the AQ40 gates event.

AQ will be a catastrophic failure of an event and will be completely unplayable and most likely skipped by a majority of players who are excited for this event.

Even Silithus lords are supposed to be consistent world pvp involving hundreds of players due to the desirable loot, reputation, and attached reputation awards.

Would be nice if your MMO functioned like an actual functional and fluid MMO and not a poorly run piece of garbage most would associate with a scam developer trying to make a quick buck on steam before they run off to Cuba.

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Tell us how you really feel!

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They haven’t run their own server farm for several years. They lease server space as needed.

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$300 and you can run your own IP theft server however you like.

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If people could run a better server from their basement for free it does speak to the quality of the product.

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So? Go for it.

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Um, wrong.

The foundation was set basically 20 years ago.

It’s not like private servers could handle this level of strain any better.

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I don’t know about private servers but TBC’s launch had absolutely massive crowds in small places and I definitely remember that running more smoothly than a freaking BWL raid nowadays.

TBC launch day had server crashes.

Blasphemous!

8.2.2.1
Priority between players

On Nostalrius, all of the players and all of the maps were not updated with the same priority. The battleground and then raid maps were on the top priority causing players to not experience any significant delay there. Inside a single map, actions of fighting players were handled on a priority over actions from non-fighting players, or even idle players.

8.2.2.2
Priority between actions

A priority has also been established between player actions, in the following order:

  • Top priority: Movements and spells.
  • Map related actions (pet command, loot, etc.).
  • Mail, auction house, etc.

This was achieved by handling packets a different number of times depending on their category.

8.2.2.3
Visibility distance reduction

The last option to increase performance was ultimately to reduce the visibility distance. This is something that has a really high impact on the gameplay, and should be avoided if possible.

The visibility distance reduction for NPCs, game objects and players was reduced on Nostalrius when a single map update would take more than 400ms (meaning more than 200 ms of delay for spells, as they are updated twice per map update).

In practice, this would only happen on continents with a really high number of online players. With the continent instantiation system, only specific overcrowded continent areas would be affected by this reduction.

However, Nostalrius limited the visibility distance reduction to 60 yards, as the game would no longer be playable at all below this limit.

8.2.3
Players in the same area

In some very special situations, the previous optimizations are no longer sufficient to reduce the delay. For example, when thousands of players meet in the same area.

“It might not have been the right idea to have everyone on our realms at the exact same place at the same time.” - Rob Pardo on Blizzcon 2013.

In these situations, every single player’s public action (movement, mana / health modification, spell casted, etc.) has to be broadcasted to every other player in the area. For 100 players in the same area, it means 10,000 packets per second if every player is doing one action per second in average.

As this situation was anticipated for either capital raids, or special world events (world bosses release), a benchmark was created to figure out how our emulator could handle these situations.

When we saw the results, we decided to work to allow these very special Vanilla events to happen on our realm without crashing the server. We identified the main bottlenecks in these situations:

  • SMSG_(COMPRESSED_)OBJECT_UPDATE: This packet is prepared and sent (com-pressed) for every player in the area individually, whenever one value of a player changes (health/mana regeneration for example).
  • When a player moves, the server has to send them all of the objects now visible from his new position.

The map update workflow was also changed to parallelize these computations when-ever a specific area is overloaded, using a “Map-Reduce” paradigm. With this novel algorithm, Nostalrius is able to use all of the computational power available to deal with insanely populated areas.

TL;DR:

Private servers were not server/client secure and compromised on many things in order to deliver a playable experience.

Name another 3D MMO that is secure and similar to WoW that can have hundreds of player characters in the same vicinity without lagging.

Name one.

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DBM had an update that communicates between players causing lag.

Your nostalgia doesn’t do you real justice to your memory. WoW has always crumbled with a large amount of players.

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Just a reminder.

Hundreds of thousands of packets sent/received to thousands of different IP addresses at the same time is computationally intense.

Have 1000 people in one location all moving and needing to all receive updates from the server is very intensive. Each action from every player needs broadcasted 1000 times. If all 1000 do something at the same time that’s 1 million packets to be processed and distributed. If the players are spread out across the world, the server only needs to update the other players that can see eachother (someone in Coldridge valley doesn’t get the movement information from the players in ironforge)

I’m almost positive that wow classic uses the same “sharding” technology as retail. Except being put with players of other realms, you are just on a mini server for that part of the world. This is why when you change zones, there is slight lag or players phase in/out briefly. You are being moved to a new “shard” but only one shard exists per zone, and it only allows players from your realm on it.

Private servers can, they do, and they have for at least the last 6 years.

Granted I understand comparing the two is wrong due to technical differences, but this is poor quality for an MMO.

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