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Old 04-06-2006, 09:04 PM   #1 (permalink)
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Default 5000 Players = Lag

I was wondering when I heard about there being 5,000 people to a server and a ton of bullets flying around how it will affect the gameplay. In Halo a problem comes up sometimes with bullets being lost in mid-air during lag. If you have these huge battlefields I wonder what they will do to stop such things from happening exspecially since there will be alot of bullets flying around.
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Old 04-06-2006, 09:13 PM   #2 (permalink)
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They said that each battle area will have its own "server" (have they said what type of server hardware will be used yet?). The "5,000 per server" probably just means the city areas.

A couple hundred people on 1 server has been done before in FPS games (Joint Ops comes to mind)... it's the server physics calculation and clientside graphics rendering that will likely be the biggest obstacles (assuming they work out handling internet latency issues). But the hardware has over a year to improve enough for the U3 engine demands, so we'll just have to wait and see.
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Old 04-06-2006, 09:33 PM   #3 (permalink)
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Webzen will obviously use a server suitable for an MMO, not something you'd use to host a 32 player game of whatever...
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Old 04-06-2006, 09:33 PM   #4 (permalink)
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So it will look like GuildWars? pick an area to fight in and that will be it's own server?
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Old 04-06-2006, 10:14 PM   #5 (permalink)
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having 5k people on a server doesn't mean all 5k of them will be online at once. One third to one half of the people will propobly be in instanced pvp at any given time also. Depending on how the world map for huxley different continent or areas may be on seperate servers meaning even less stress on hardware.
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Old 05-06-2006, 12:27 AM   #6 (permalink)
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I'm mostly worried about my own PC hardware not being up to snuff, not the servers that Webzen will have.

I doubt Webzen would be stupid enough to release a Massive-Multiplayer game, without good enough servers to host it. You know how much money they would lose? A boatload. I would be more worried about your own PC, right now I'm working up enough money to upgrade my computer around mid-summer, so that I can play the damn game that I really want to be released right now.
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Old 05-06-2006, 07:54 AM   #7 (permalink)
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Thankfully im planning on buying it for xbox 360, theres no way in hell my computer could run that thing.
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Old 05-06-2006, 07:42 PM   #8 (permalink)
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up to 5000 players per server "cluster"

you wont get a server where all 5000 are on at once as for lag im sure the new engine they are using will make the servers less laggy
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Old 06-06-2006, 09:22 AM   #9 (permalink)
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They've said 5000 people in the cities, the massive battles will be maxed out at 120v120 with games as small as 4v4 in instanced areas around the main battles.
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Old 08-06-2006, 02:19 AM   #10 (permalink)
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Quote:
Originally Posted by Midnight
Thankfully im planning on buying it for xbox 360, theres no way in hell my computer could run that thing.
I have a Windows Media Center XP, and an Xbox 360...I'm still buying it on the 360.

y, you ask?

Cuz it's my dads computer lol...

But 5000 per server...at first I couldn't figure out how the hell they would pull that off. But then I figured that they would do it somehow. I mean, if they're making such a big deal out of this thing like the Big Bang Theory, they wouldn't be retarded enough to NOT fix whatever could be wrong, including lagging with an estimate of 5000 people...
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Old 08-06-2006, 09:18 PM   #11 (permalink)
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They've got their own proprietary network coding done just so that they can pull this off. The standard unreal engine would in no way be able to.
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Old 09-06-2006, 10:44 AM   #12 (permalink)
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Planetside by SOE has 3 servers which can each contain 6000 players i think is maximum. so it is possible. but im not sure how they will get such good graphics. i think a lower detail mode will definately be needed for people with slower computers. Mines a good computer but for mmofps not even it can keep up all the time.
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Old 13-06-2006, 02:17 AM   #13 (permalink)
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Quote:
Originally Posted by Midnight
I was wondering when I heard about there being 5,000 people to a server and a ton of bullets flying around how it will affect the gameplay. In Halo a problem comes up sometimes with bullets being lost in mid-air during lag. If you have these huge battlefields I wonder what they will do to stop such things from happening exspecially since there will be alot of bullets flying around.
no. seperate servers for things like this will cause lag if your comp is garbage or your connection is sh*t
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Old 13-06-2006, 07:13 AM   #14 (permalink)
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Quote:
Originally Posted by Kitsune
no. seperate servers for things like this will cause lag if...your connection is sh*t
True dat, true dat
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Old 13-06-2006, 06:48 PM   #15 (permalink)
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Quote:
Originally Posted by Midnight
I was wondering when I heard about there being 5,000 people to a server and a ton of bullets flying around how it will affect the gameplay. In Halo a problem comes up sometimes with bullets being lost in mid-air during lag. If you have these huge battlefields I wonder what they will do to stop such things from happening exspecially since there will be alot of bullets flying around.
OK, if any one here has ever played PlanetSide, they would know the answer.
But, sence i see no one that has posted anything related to it, I will enlighten all of you. See, in PlanetSide, there are seperate continents, so, as Udonis stated, they will most likely uses clusters of the server. Each big area, no matter how "close" to the others, should be on a different park of the server.

AND, on the point of 5,000 players. There are around 7,000 on the server i play on, on Planetside, and you will never see ALL of them at one time. The biggest battle I have ever been in was probaly 50 vs. 150. SO, the Huxley devs must be using similar servers and if there are it is going to be very cool.
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Old 14-02-2007, 06:08 AM   #16 (permalink)
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Default Laggy Servers

Well for anyone who plays World Of Warcraft you will know there are seperate servers for everything from each area of the world, each instance, character storage and it really does just go on.

If you think about each server being just one box then that is not correct, it is very complex how MMO styled games ensure little lag.

I don't know everything but I know that much.
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Old 14-02-2007, 06:36 AM   #17 (permalink)
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I dont see much problems with this at all, im sure the only place where 5000 players would be on at the same time in the same place, would be the city, but from what i saw in the video's, a city could be made up of several servers in order to balance that out.

Graphics in this game seem similiar to Doom 3, i hafta say, when i playd Doom 3 online, 1 gig of ram, didnt seem like enough, something like this game for PC, sounds like it would take up to 3 gigs, not sure what that could cost? $150 if you got the motherboard with 3 chip slots, $200 for new motherboard? give or take from your nearest hardware store.
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Old 14-02-2007, 07:43 AM   #18 (permalink)
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Default Re: 5000 Players = Lag

haven't read all the comments, but 5000 people online will somewhat be the same as World of Warcraft. In WoW you have 3 continents, each continent is its own server.

Say there are 2000 people on 1 continent, you do not get his data if he isnt close to you. in that way it reduces lagg and increases server stability.

When people DO gather up, like the opening of AQ gates event, well the server crashes like hell haha, good times.

It;s kinda like the streamed loeding of world maps :P
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Old 14-02-2007, 02:40 PM   #19 (permalink)
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Default Re: 5000 Players = Lag

Nah, 5,000 should be fine... I don't remember what the limit on WoW was, but I think it was more than 10,000. Either way 5,000 should be fine if they do it right and thier network hardware and bandwith can handle it

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Old 14-02-2007, 03:48 PM   #20 (permalink)
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