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Albion Online News - Since the launch of Albion Online nearly two weeks ago, the game has been plagued with a number of issues, most pertaining to server hardware. In a new post today, the team acknowledged the major problems and what will be done in short-term, mid-term and in the long run to bring these problems to a close.
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He's also correct, there will always be limits. CCP had to beef up hardware supporting trade hubs and even then there is a 2000 player cap on Jita even though a majority of the occupants are station spinning.
For really big fleet fights alliances actually "schedule " them in advance and CCP actually moves everyone to hardware set up specifically for the fight.
CU is now well over 4 yrs in dev as they designed from the ground up their own engine with the specific goal of supporting over 1000 players per fight.
Mark recently posted they now can do around 1300+ bots using good but not awesome hardware.
So its not surprising this team is struggling with the load, especially if supporting well over 30K concurrent players on this single shard.
I'm wondering what sort of time out mechanism this game has to prevent people from staying logged on indefinitely while idleing.
Well, I mean besides having the servers crap out regularly
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
This is aside from the server side problems the game has which they should have expected during the beta tests of what if there are too many people there, if they could address the server side issues, and actually make a 64 bit client version or add the ability for people to limit the number of characters drawn on a screen it would be great.
Another option is of course powerful servers, and limiting people in instances, of no more than 50-100 people per town at max per instance this would reduce problems client side for sure but I think coding a view limit of max players you can view in a town while pritorizing guild, and friends as an option would do the trick for this part of the problem.
Edit: Also as far as EVE, I love EVE more than other games but what keeps me away from playing it hard is how boring it seems to get after awhile of doing the same thing over and over again, I guess being in a big corp out in worm hole, or Nullsec able to produce anything you need out there can be great if actually in a corp that big but besides that it gets pretty boring and very time consuming other than that I love EVE but that is assuming you can play for hours on end.
Just playing today, it's crashed or had to be rebooted approximately every 3 hours.
Some of these roll a player back to an earlier time - losing some progress and or mats. Kind of frustrating really. I want to be a fan, but this is probably the least fun mmo launch I've played yet. (I've played only 4 launches though.) I expect some problems for week one, but this is getting me to look for something else to play.
"I'll never grow up, never grow up, never grow up! Not me!"
When the game crashes sometimes you die and if you are in tier V you lose 10% durability + materials which has happened to me a couple times. It's not a rollback but kind of acts like one because of the 10% loss. I haven't been online during an actual rollback but maybe one actually happened who knows.