what about grobbulus?
Youâre being silly. No one actually does that on an RP server.
We still exist but wonât be âconnectedâ.
Not everyone on RP Servers even RPs LOL
But, those RP runs are more fun. Anyway, Bluzz can give us a middle finger, take away our âRPâ Status and âconnectâ us with everybody else.
so if i keep my toon on a classic pve realm, can i clone it to any pvp server in tbc era?
No.
You guys are awful at running WoW. Retail and Classic.
Do you ever consider what happens within the mind of the player? What effect is it going to have on a player to see 10 characters with the exact same name but different realm. How do you expect that player to build a mental attachment to characters by their name when thereâs so many copies of that name running around.
With one fell swoop youâve just destroyed the very thing youâve desperately tried to keep intact.
I cannot wait until a hostile takeover of your company happens. Someone needs to buy you guys out.
Let me guess. âOh, thank God the population isnât completely dead. YIPEE!â
They made too many servers to begin with because they have no idea how to run a smooth launch. The night of the launch they just started spinning up new servers with no thought to the repercussions down the road. And I pointed this out back then.
Iâll say it again. They have no idea what the hell theyâre doing.
so do these open tomorrow?
Oh man, wait until those people realize that other people also have their names in real life.
Must be proud of that one
I donât know about that. Servers were having several layers implemented (something that many players didnât want) and many servers still had MASSIVE queues.
Stalagg is 99% Horde and Heartseeker is 99% Alliance, why they are not merged together for faction balance ?
Ratio wise i dont see alot of logic with all these connection, Sulfuras was 60% Horde bit is now merged with Stalagg and Skeram.
The big N. never had layers and it performed better than all of the classic servers
They did it by massively reducing the view distance. Mobs that you couldnât see would suddenly pop up.
That would have been horrible if Blizzard did that.
It was much better to create additional servers rather than try to stuff people into a handful of mega servers.
LOL no. That is NOT how they did it. You canât BS me Iâm a software engineer.
Blizzard uses the best hardware available on the market. Secure MMOâs canât use predictive algorithms; the data MUST be processed serially.
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.
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.
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.
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.
âIt might not have been the right idea to have everyone on our realms at the exact same place at the same time.â - Rob Pardo on Blizzcon 2013.
In these situations, every single playerâs 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 (compressed) 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 âMap-Reduceâ paradigm. With this novel algorithm, Nostalrius is able to use all of the computational power available to deal with insanely populated areas.
TLDR:
Private servers were not server/client secure and compromised on many things in order to deliver a playable experience.
I love Bloodsail Buccaneers just the way it is, a small town server. But I am concerned that the classic forever version will be very low population, as most people are moving on to TBC.
Skeram alliance pop about to drop to like nothing. My guild is leaving as soon as transfers open. Blizz did a horrible job monitoriing population
Nothing that you mentioned in your post demonstrates anything about the security of the server client communication. But yes, the problem of broadcasting isnât a simple one. The view distance referred to would be server side and not client side which is traditionally whatâs referred to as âview distanceâ.
That however doesnât not explain things like instantanious loading when performing a teleport like a hearth in some cases. The retail client is not as stable as it once was. Even compared to actual vanilla and previous expansions the client as grown more and more unstable over time. To the point where large scale battles simply are not playable anymore when they were in the past.
I suspect that itâs not as simple as reducing the server-side object distance to fix all of the networking code that plagues classic and retail now.