The world moved on from 1 server 1 realm long ago. A given hardware server may serve multiple realms, or half a realm shared with another hardware server.
You really should go and secure investment for your own game. Clearly you have ideas far and away better than everyone else, which is why no-one is using them.
Dude… you are right… and also wrong at the same time…
Hardware is important…
But servers are not static anymore… that would be a total waste of hardware AND money paying for said hardware…
The ONLY time it is going to operate at anything close to 99% capacity is during the launch… Even then the contract that Blizzard has with the data centers (I think they are all still run by AT&T yes) Will provide for short term temporary overflow as part of the SLA…
No, I am not and I never have. That was you trying to be clever with a dis that failed.
You have things backward, however. Hardware is not PLUGGED into any server. NetOps takes care of hardware allocation and in their cluster. Realms are spun up, hell, individual instances, 5mans, and raids, spin up as needed.
I do not think they are using containers but I would not put it past them either.
Like I said before, your understanding of the under arching network and hardware system with dynamic resources is very limited and shows why you are so misinformed about layering
I’m not ignoring it at all, actually. It’s the entire basis for my argument. The fact the population will dive means you don’t have to do anything to deal with the queues, because the problem will solve itself once the tourists are gone.
Assuming the population spreads evenly across all realms (which never happens). If queue times are still “too high” (subjective) after the tourists are gone, they can just add realms to deal with the population.
What happens when they remove layering and the servers have massive queues because not as many people quit as they expected? Same thing. They add more realms.
At least with my way, we actually get vanilla like we wanted.
It would be worth it, to maintain a cohesive world, otherwise they just aren’t going to do it. We could have dedicated server blades per realms, they just don’t want to do it, which is why layering or sharding are the only options they are presenting.
Your experience of Vanilla stability and mine, don’t match up. Also, that’s never going to happen because Blizzard’s modern infrastructure doesn’t work like that.
THE PATH FORWARD: SECOND PROTOTYPE
Speaking of engineering, World of Warcraft is a very data-driven game, which means the basic code is flexible and the specific way it behaves is controlled by information contained in databases. Things like quests, monsters, items, and the rules for how these all interact are defined by the designers and artists in data.
So we asked ourselves, would it still be possible to deliver an authentic classic experience if we took our modern code, with all its back-end improvements and changes, and used it to process the Patch 1.12 game data? While that might seem counterintuitive, this would inherently include classic systems like skill ranks, old quests and terrain, talents, and so on, while later features like Transmog and Achievements would effectively not exist because they were entirely absent from the data. After weeks of R&D, experimentation, and prototyping, we were confident we could deliver the classic WoW content and gameplay without sacrificing the literally millions of hours put in to back-end development over the past 13 years.
While our initial effort helped us determine the experience we wanted to provide, this second prototype really defined how we’d get there. Starting from a modern architecture—with all its security and stability changes—means the team’s efforts can be focused on pursuing an authentic classic experience. Any differences in behavior between our development builds and the patch 1.12 reference can be systematically cataloged and corrected, while still operating from a foundation that’s stable and secure.