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How were they able to put this all on one server?

DzoneDzone Member UncommonPosts: 371
The thing about eve is that it is  a huge world with everyone playeing on the same server and no limits to how big the pvp can be. I just wonder how they made that possible, while all these other mmo's create like 15+ servers to host people. Then they turn around and make cross server grouping within instances, which are small group of like 4, well in ffxiv anyways.

I just wish there was a fantasy style pvp game that was like eve, one server for all and so forth, but i don't know if a game exist's. Wonder why other dev's can't figure out how to do something similar to eve but in a fantasy setting.

I tried eve online for like a month but i just couldn't adapt to being in a ship the whole time, other than that i liked how you progressed and how open and free it was, and i'm sure guild's come together a lot more than they do in other mmo's.

Comments

  • psiicpsiic Member RarePosts: 1,640
    LOL eve is a crap ton of servers every time you hit a gate its a new server basically
  • filmoretfilmoret Member EpicPosts: 4,906
    The world doesn't have to render anything making it very small demand on a server.  The terrain adjustments alone for mmo's take up a ton of cpu.  Since there is no terrain to deal with just nothingness it doesn't put strain on servers.  Its just an advanced version of pong as far as coding goes.
    Are you onto something or just on something?
  • CalfisCalfis Member UncommonPosts: 381
    Its on a ton of servers but everyone is on the same shard

    image

  • ScorchienScorchien Member LegendaryPosts: 8,914
    Calfis said:
    Its on a ton of servers but everyone is on the same shard
      Yea it is , thats one of the things i didnt like about Eve , felt so broken up into tiny pockets , only thing ever really changing is background colors to the vistas ... Hundreds of tiny multi colored instances ...Was putiing off , and made the space actually feel very small ..
  • CalfisCalfis Member UncommonPosts: 381
    edited October 2015
    Scorchien said:
    Calfis said:
    Its on a ton of servers but everyone is on the same shard
      Yea it is , thats one of the things i didnt like about Eve , felt so broken up into tiny pockets , only thing ever really changing is background colors to the vistas ... Hundreds of tiny multi colored instances ...Was putiing off , and made the space actually feel very small ..
    Its not about the background its about the people in all the different places you can go to, what changes isn't the background but the content you can derive from the locality

    image

  • tawesstawess Member EpicPosts: 4,227
    Also that "no limit on size in PvP" comes at a very high price.... Have you seen the bigger battles in EvE... It puts the game in to slideshow mode more or less. But in essence there is no difference between what EvE does and what WoW has adapted for their zones. 

    This have been a good conversation

  • NitthNitth Member UncommonPosts: 3,904
    filmoret said:
    The world doesn't have to render anything making it very small demand on a server. 

    Rendering has nothing to do with it. The server still has to send a whole lot of data to subscribed entities that you will never actually see.

    There was some blog posts awhile back talking about their severs, They're not put together how you would think.

    image
    TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development

  • GdemamiGdemami Member EpicPosts: 12,342
    edited October 2015
    I guess I will never understand the urge of people commenting on things they have absolutely no idea about... /shrugs

    Back on topic tho.

    Unlike other games where essentially 1 game server = 1 process, EVE uses something they call Nodes.

    A Node represents single solar system and activity that happens within, running one of the 100 physical blade servers(probably more than that today). This allows for very efficient load balancing, several low load systems can be run on single blade while heavy load systems can have their own dedicated server that can be further enforced to support extreme loads, ie. when large scale battles occur.

    Think of EVE architecture as layers - everything is sliced and separated. Layer for market, layer for chat, layer for solar system - all supported by robust massive proxy network handling the connections and super high I/O SSD SQL database.

    That is in a nutshell but the best is to read some Dev blogs:

    http://community.eveonline.com/news/dev-blogs/1677?_ga=1.158264701.694494986.1443940575
    http://community.eveonline.com/news/dev-blogs/making-our-backside-bigger/?_ga=1.158264701.694494986.1443940575
    http://community.eveonline.com/news/dev-blogs/apocrypharrrrrdware/?_ga=1.158264701.694494986.1443940575
    http://community.eveonline.com/news/dev-blogs/optimizations-optimizations-optimizations/?_ga=1.158264701.694494986.1443940575



    However, core of your performance is software, not hardware, and it is an ancient code base that is a major limitation to EVE Online capacity.


  • CalfisCalfis Member UncommonPosts: 381
    tawess said:
    Also that "no limit on size in PvP" comes at a very high price.... Have you seen the bigger battles in EvE... It puts the game in to slideshow mode more or less. But in essence there is no difference between what EvE does and what WoW has adapted for their zones. 
    Well the only difference is that in WoW there can be multiple PvP bubbles whereas EVE forces every PvPer to be in the SAME bubble aka the single shard

    image

  • filmoretfilmoret Member EpicPosts: 4,906
    Nitth said:
    filmoret said:
    The world doesn't have to render anything making it very small demand on a server. 

    Rendering has nothing to do with it. The server still has to send a whole lot of data to subscribed entities that you will never actually see.

    There was some blog posts awhile back talking about their severs, They're not put together how you would think.
    Your not getting it and thanks for correcting me incorrectly.  In a normal game the system has to determine where you are the speed in which you are moving and the terrain is always affecting these things.  Terrain is constantly being read and the character models are constantly being affected by it.  People can change directions on a whim.  Because EVE has no terrain and very little objects to actually make the cpu determine every single step compared to the environment.  EVE is basically a mmo with nothing but npc's and other players.  Example bob in eve flies from point a to point b.  The cpu only reads the straight line and speed.  If bob does the same thing in WOW for example the cpu has to constantly monitor the terrain for every single step.  And bob in WOW isn't moving straight he's moving with the terrain as well which makes the cpu work harder.  Next there is an explosion now the cpu has to think about what terrain was in the way and how it responds.
    Are you onto something or just on something?
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