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Hot Topic (More than 35 Replies) Sev on Server merge. And lag. (Read 10759 times)
Asheras
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Sev on Server merge. And lag.
Nov 10th, 2015 at 12:42pm
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https://www.ddo.com/forums/showthread.php/467600-Server-Merge-Time-to-beat-the-d...

Quote:
We plan on revisiting the idea of server merges after we've moved to the new datacenter which is slated for in sometime in the new year.

We want to make sure we have lag under control before we concentrate the players. We recently made some fairly large changes to help combat lag, particularly in the Stormhorns and other places where monsters can use persistent AoE effects. We haven't heard any feedback that lag is reduced, but the nature of that beast is that we only hear about it when lag is bad.

There are some obstacles to overcome, like making sure shared storage and guild move over and players have good tools to deal with name collisions for both characters and guilds.

Sev~


Server merge doesn't look like its on the agenda for the near term.
  
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OldCoaly
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Re: Sev on Server merge. And lag.
Reply #1 - Nov 10th, 2015 at 12:48pm
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We haven't heard any feedback that lag is reduced, but the nature of that beast is that we only hear about it when lag is bad.


My data shows that they would be more aware of lag if they played the game from an external network connection after 6pm Eastern and on weekends.
  

Groo The Wanderer wrote on Sep 8th, 2013 at 10:43pm:
they will probably congratulate themselves on how long they "kept it going" never able to see that it could have easily managed to keep itself going for far longer if they had just meddled far less drastically and with some semblance of an actual gameplan.
Darth Anonymous wrote on Feb 1st, 2014 at 1:11pm:
Hearing something has "merit" but we don't have "time" kind of says everything about how Turbine works on things.
eighnuss wrote on May 27th, 2014 at 12:52pm:
everyone but turbine knows that we are sad they are destroying our game
majmalphunktion wrote on Aug 30th, 2013 at 12:12am:
I don't make the game, I just get tested what they build. Sorry you are not happy.
Skoodge wrote on Nov 27th, 2014 at 6:54am:
DDO is easy to summarize - the greatest game to suck the most ass.
GooFY wrote on Mar 2nd, 2015 at 5:36pm:
Turbine - So incompetent that we are skeptical when they report their own incompetence.  
Meursault wrote on May 11th, 2015 at 8:10pm:
Other companies will settle for shitting out garbage, Turdbin actually prefers to. Especially if they can get us to buy it, that just cracks them up.
Meursault wrote on Nov 12th, 2015 at 2:50pm:
Breaking something and putting it back together isn't as good as not breaking it to begin with, it's not even close.
palmer01 wrote on Nov 20th, 2015 at 9:05am:
Devs do not care what players want - they already have an agenda and give out token gestures so the paladins can feel worthy.
PersonaNonGrata wrote on Oct 4th, 2016 at 1:24am:
The DDO devs aren't motivated by a positive user experience.

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Re: Sev on Server merge. And lag.
Reply #2 - Nov 10th, 2015 at 12:51pm
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Asheras wrote on Nov 10th, 2015 at 12:42pm:
after we've moved to the new datacenter


Werent they supposed to have already moved those?Asheras wrote on Nov 10th, 2015 at 12:42pm:
we have lag under our control


FTFY

  
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Re: Sev on Server merge. And lag.
Reply #3 - Nov 10th, 2015 at 12:59pm
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OldCoaly wrote on Nov 10th, 2015 at 12:48pm:
My data shows that they would be more aware of lag if they played the game from an external network connection after 6pm Eastern and on weekends.

Your data may be overperforming  Grin
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Sev on Server merge. And lag.
Reply #4 - Nov 10th, 2015 at 2:37pm
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hahahahha
  
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Re: Sev on Server merge. And lag.
Reply #5 - Nov 10th, 2015 at 8:32pm
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Meursault wrote on Nov 10th, 2015 at 12:59pm:
Your data may be overperforming  Grin


Priceless.
  
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Re: Sev on Server merge. And lag.
Reply #6 - Nov 10th, 2015 at 8:40pm
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The lag is just as bad now with 80 people on the server as it was with 600+ people that were on at a time years ago.. there are probably only enough people playing now that they could just make 1 server only... might as well.. as much as they are pushing people away they will have a hard time even filling 2 servers. Might as well just get it over with and do it now..
  
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Asheras
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Re: Sev on Server merge. And lag.
Reply #7 - Nov 10th, 2015 at 10:23pm
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Skrilla wrote on Nov 10th, 2015 at 8:40pm:
The lag is just as bad now with 80 people on the server as it was with 600+ people that were on at a time years ago.. there are probably only enough people playing now that they could just make 1 server only... might as well.. as much as they are pushing people away they will have a hard time even filling 2 servers. Might as well just get it over with and do it now..


According to DDO Oracle, daily logins 3 years ago (height of MoTU) were in the 12000-14000 range on each server.  Today, daily logins are around 6000 per server.  That indicates that going from 7 servers to 3 would return to MoTU levels. 

I agree with you about the concern of lag when combining servers, but your comments about there only being enough players for 1 server doesn't seem valid, given the data.
  
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Re: Sev on Server merge. And lag.
Reply #8 - Nov 10th, 2015 at 10:25pm
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I suppose my real concern is that they have pushed back the data-center upgrade again.
  
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Re: Sev on Server merge. And lag.
Reply #9 - Nov 10th, 2015 at 10:34pm
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Concerned, or upset?
  
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Re: Sev on Server merge. And lag.
Reply #10 - Nov 10th, 2015 at 11:06pm
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What are the numbers for before motu. Because the the game was way more cracking long before that came out.. at least it seemed so to me as well as others i talk to. But i dont know numbers. I dont research it past looking at lfms and who list. At the hrs i play.. there is usually 65-90 people on the server in the who list. There used to be like 300 or so before motu.  But who knows. I dont play prime time. From that data.. it sounds like almost all of the log ins are going on at that time. 6k log ins a day? Well only like 100 tops on when im on. So sounds like thousands are on during prime time. I find that hard to believe. But ill check when i take a sick day. I can care less of log ins. Im talking people actually playing the game.
  
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Re: Sev on Server merge. And lag.
Reply #11 - Nov 11th, 2015 at 2:14am
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how are log ins counted? I am forced to log in few times a day from client closing from afk, rando client crash, bank mules, and toon swaps. those count?
  

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Re: Sev on Server merge. And lag.
Reply #12 - Nov 11th, 2015 at 2:42am
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Skrilla wrote on Nov 10th, 2015 at 11:06pm:
What are the numbers for before motu. Because the the game was way more cracking long before that came out.. at least it seemed so to me as well as others i talk to. But i dont know numbers. I dont research it past looking at lfms and who list. At the hrs i play.. there is usually 65-90 people on the server in the who list. There used to be like 300 or so before motu.  But who knows. I dont play prime time. From that data.. it sounds like almost all of the log ins are going on at that time. 6k log ins a day? Well only like 100 tops on when im on. So sounds like thousands are on during prime time. I find that hard to believe. But ill check when i take a sick day. I can care less of log ins. Im talking people actually playing the game.


Without actual data, it makes sense the Pre-MotU felt more "cracking." There were 8 less levels to spread the population across.  2006, level cap 10 felt the busiest, but I doubt that was the height of DDO's popularity.

Raising the cap to 30 will only make the game feel more dead with the exact same log ins. MotU was a large expansion that may have brought new/returning players.  This next update when they raise the cap won't be nearly as large, nor will it entice as many people to play.
  
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Re: Sev on Server merge. And lag.
Reply #13 - Nov 11th, 2015 at 7:17am
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Rubbinns wrote on Nov 11th, 2015 at 2:14am:
how are log ins counted? I am forced to log in few times a day from client closing from afk, rando client crash, bank mules, and toon swaps. those count?

Yea, every login counts.
  
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Re: Sev on Server merge. And lag.
Reply #14 - Nov 11th, 2015 at 7:21am
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no. wrote on Nov 11th, 2015 at 2:42am:
Without actual data, it makes sense the Pre-MotU felt more "cracking." There were 8 less levels to spread the population across.  2006, level cap 10 felt the busiest, but I doubt that was the height of DDO's popularity.

Raising the cap to 30 will only make the game feel more dead with the exact same log ins. MotU was a large expansion that may have brought new/returning players.  This next update when they raise the cap won't be nearly as large, nor will it entice as many people to play.


Epic Shroud will bring people in for a look. Depending on quality/duping/lag at the time... they might stay for a bit.
  
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Re: Sev on Server merge. And lag.
Reply #15 - Nov 11th, 2015 at 7:46am
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They will fuck up epic greensteel. Seeing as how greensteel is kinda their high-water mark, the fuck up could wind up being the trigger for maintenance mode. I just don't see any way for the current crew to get it right. Not accidentally, and not on purpose. They'll be thinking "How can we stick it to the dupers?" and "How can I make this different enough from greensteel so it will look like my crafting system on my resume?" and that's just not how you make an enjoyable experience. That's how you make shit.
  

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Re: Sev on Server merge. And lag.
Reply #16 - Nov 11th, 2015 at 8:44am
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Skrilla wrote on Nov 10th, 2015 at 11:06pm:
What are the numbers for before motu. Because the the game was way more cracking long before that came out.. at least it seemed so to me as well as others i talk to. But i dont know numbers. I dont research it past looking at lfms and who list. At the hrs i play.. there is usually 65-90 people on the server in the who list. There used to be like 300 or so before motu.  But who knows. I dont play prime time. From that data.. it sounds like almost all of the log ins are going on at that time. 6k log ins a day? Well only like 100 tops on when im on. So sounds like thousands are on during prime time. I find that hard to believe. But ill check when i take a sick day. I can care less of log ins. Im talking people actually playing the game.


The high water mark for this game in player base size was fall 2009-fall 2010.  Mod 9, which pushed the cap to 20 and brought about Free To Play.  It tapered slightly, but not much, and then spiked again at MoTU.  The Forgotten Realms brought in a new crowd.  I can't see data that goes back past MoTU, so that was what I referred to.  I can say, the servers were busy as fuck during MoTU.  The decline since has been slow but steady ever since.  The only way for them to grow the game at this point would be to bring in something that attracted new blood.  Opening Greyhawk or, even better, introducing an expansion around Drizzt and Bruenor in FR would be the only things I could think of that would get the kind of splash MoTU did.   

EDIT:  I'm not saying I would be excited about a Drizzt expansion.  I'm just saying the brand is strong enough to attract new players.  I, personally, would prefer other content. 
« Last Edit: Nov 11th, 2015 at 8:50am by Asheras »  
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Re: Sev on Server merge. And lag.
Reply #17 - Nov 11th, 2015 at 8:49am
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Rubbinns wrote on Nov 11th, 2015 at 2:14am:
how are log ins counted? I am forced to log in few times a day from client closing from afk, rando client crash, bank mules, and toon swaps. those count?


Yeah all that counts.  But all that was happening 3 years ago, too.  So as a rough estimate of change in player base, a 50% drop in logins would indicate a 50% drop in active player base.  That doesn't mean there were 12-14k active players then and there are 6k now.  It could have been 5k then and 2.5k now.  Who knows. 

You also have to factor in that not every player logs in every day.  Most of the players in my guilds that I would deem "active" log in 3-5 times per week.  Of which there are probably 40-50.  I'd say there are only 7-10 that log in every single day.  Then you have the casuals, weekend warriors, and occasionals that might log in only once or twice a week or even just a few times a month for a gaming session.  Throw in the VIP subs that pay the monthly but don't actually log in. 

Logins is an poor measure as an absolute count, but as a relative count to compare two different time periods, it works just fine.
  
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Re: Sev on Server merge. And lag.
Reply #18 - Nov 11th, 2015 at 8:55am
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Asheras wrote on Nov 11th, 2015 at 8:44am:
introducing an expansion around Drizzt and Bruenor in FR

would be great if only for the amount of spam uska would generate
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
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Re: Sev on Server merge. And lag.
Reply #19 - Nov 11th, 2015 at 10:04am
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Rubbinns wrote on Nov 11th, 2015 at 8:55am:
would be great if only for the amount of spam uska would generate


He'd explode!
  

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Re: Sev on Server merge. And lag.
Reply #20 - Nov 11th, 2015 at 10:04am
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Rubbinns wrote on Nov 11th, 2015 at 8:55am:
would be great if only for the amount of spam uska would generate


I support this strongly.  Cheesy

-Change all the tip screens to "Drizzt sez:"
-A voiced tutorial from Elminster that you have to go through every time you level.
-All splash screens changed to FR novel covers.

(Only until he quits or self-destructs, anyway, should take a week or so.)


Asheras wrote on Nov 11th, 2015 at 8:49am:
Yeah all that counts.  But all that was happening 3 years ago, too.  So as a rough estimate of change in player base, a 50% drop in logins would indicate a 50% drop in active player base.  That doesn't mean there were 12-14k active players then and there are 6k now.  It could have been 5k then and 2.5k now.  Who knows. 


Another thing to factor in is how many people only play one or two characters now; with EPLs, the time investment is just too high for most people to play their full stables anymore. 

And then factor into that the number of people who (like me) do a fresh reboot of the game every time they're going to actually run quests; my computer just can't handle multiple logins unless I'm just doing banking or inventory management.

You're right, of course, logins are not a good way to get an absolute count, there are just too many factors in play.
  

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Re: Sev on Server merge. And lag.
Reply #21 - Nov 11th, 2015 at 11:11am
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Revaulting wrote on Nov 11th, 2015 at 7:46am:
They will fuck up epic greensteel. Seeing as how greensteel is kinda their high-water mark, the fuck up could wind up being the trigger for maintenance mode. I just don't see any way for the current crew to get it right. Not accidentally, and not on purpose. They'll be thinking "How can we stick it to the dupers?" and "How can I make this different enough from greensteel so it will look like my crafting system on my resume?" and that's just not how you make an enjoyable experience. That's how you make shit.

I cried a bit when I read this, but you are right. To make a great game you have to have making a great game your top priority, and it seems to be an afterthought for this crowd. The priorities are, as you say, screwing dupers, resume padding, and milking whales. The system will suck, and the only question is how bad the fallout will be  Cry
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Sev on Server merge. And lag.
Reply #22 - Nov 11th, 2015 at 11:46am
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Asheras wrote on Nov 11th, 2015 at 8:49am:
Yeah all that counts.  But all that was happening 3 years ago, too.  So as a rough estimate of change in player base, a 50% drop in logins would indicate a 50% drop in active player base.  That doesn't mean there were 12-14k active players then and there are 6k now.  It could have been 5k then and 2.5k now.  Who knows. 

You also have to factor in that not every player logs in every day.  Most of the players in my guilds that I would deem "active" log in 3-5 times per week.  Of which there are probably 40-50.  I'd say there are only 7-10 that log in every single day.  Then you have the casuals, weekend warriors, and occasionals that might log in only once or twice a week or even just a few times a month for a gaming session.  Throw in the VIP subs that pay the monthly but don't actually log in. 

Logins is an poor measure as an absolute count, but as a relative count to compare two different time periods, it works just fine. 

When did double login problem start?
Was it right after motu or like 3-4 updates after motu?
  
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Re: Sev on Server merge. And lag.
Reply #23 - Nov 11th, 2015 at 12:03pm
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Revaulting wrote on Nov 11th, 2015 at 7:46am:
They will fuck up epic greensteel. Seeing as how greensteel is kinda their high-water mark, the fuck up could wind up being the trigger for maintenance mode. I just don't see any way for the current crew to get it right. Not accidentally, and not on purpose. They'll be thinking "How can we stick it to the dupers?" and "How can I make this different enough from greensteel so it will look like my crafting system on my resume?" and that's just not how you make an enjoyable experience. That's how you make shit.


The devs appear to have completely forgotten the point of greensteel as TR-"twink" gear. Every since then everything has gone to at or near cap. Thunderforged? Yeah, awesome gear at level 28! It'll look neat while I walk from the bank to the reincarnation grove.

The whole concept of "insanely awesome gear you can't possibly get at level, designed for TRing so you can have something powerful on your next life" was what made greendsteel so great.

How about they make something super strong that's ML20? But the raid is like lvl 26-28 with top gear? I'd play the shit outta that Tongue
  

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Re: Sev on Server merge. And lag.
Reply #24 - Nov 11th, 2015 at 12:21pm
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noamineo wrote on Nov 11th, 2015 at 12:03pm:
I'd play the shit outta that

Whereas the devs will just shit out their same plays.
  

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