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Re: The Jumpgate Evolution Shards Thread
Did you not read above? It depends. If they shard and ask half to move to the new server it will most likely be at the same point in the game. If they start a new shard and simply open it up for play, then it will most likely be at point 0 of the game.
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Member
Pilot Name: dailatron
Join Date: Feb 2007
Location: London UK
Posts: 401
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Re: The Jumpgate Evolution Shards Thread
Would be good if they made the Factions shards and then unreg with its own shard but each running together. But you can enter the other shard by jumping through a big massive gate that would basicaly disconnect you and then reconnect you to the other shard if you so chose to jump between faction space.
Although they might have to make a few shards for the Octs as we are so popular and the other factions, well, smell. |
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Re: The Jumpgate Evolution Shards Thread
Unless things have changed Jumpgate Classic has two servers, space and state, one handles the interactions the other handles stats and stuff and iirc on a few things they share the load. Its a much different proposition in a shard setup.
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Jumpgate Developer
Pilot Name: GM_Scorch
Join Date: May 2007
Location: Colorado
Posts: 141
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Re: The Jumpgate Evolution Shards Thread
There are more servers now than before with AI and Database stuff going on. And some of the "servers" are virtual so that their might be many computers making up say the space server role so the game is very expandable. I think its more of a question of fun than of tech. How full does space need to be so the game is fun. Is it more fun to have another shard with the ~200 sectors we have now or to have 400 sectors in one shard meaning longer travel times, etc. This is what we don't have an answer for yet, but hopefully we will be trying out some ideas soon(TM).
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Re: The Jumpgate Evolution Shards Thread
I would prefer not seing different servers rather than having better hardware and more sectors to play with. To hold this many ammounts of players may mean to have a lot more sectors per faction than what we currently have, so in essence space will be bigger but we'll still see a lot of traffic in/out of sectors.
How will the sector load work with 500 pilots... that's a thing that will need to be explored at some point and the way to get it to perform better are of course ND choices. I would prefer a single server, a single community. In terms of hardware I have no idea what to say, but have many servers take control of different groups of sectors and such. I would throw the word 'clusters' too cause I've heard that would allow the growth of the server and its capabilities but what it entails, requires or does.... I have no clue ![]() And if I may, at least for some time, keep pos out of the game. Its nice having a hangar, a personal market space and storage, but it kills interaction and the sense of factional communities. Anyways, keep going... I like learning things and what not. ELP |
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Recruit
Pilot Name: Gunny
Joystick: saitex x45
Join Date: Jul 2005
Location: Colorado
Posts: 6
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Re: The Jumpgate Evolution Shards Thread
well they say opinions are like _______, everyone has one, so heres myne
I would be opposed to shards, I believe that one serer can handle it...look at eve online, its a HUGE mmo and its not sharded, yes they have occasional server instability in busy sectors buts its all one, unsharded system....look at what happened with netdevils auto assault, they had multiple servers but migrated to one due to not enough players, than the lost those players before the migrated to one server..... and playing devils advocate with my own post....City of Heros/Villians has multiple servers, and they are constantly busy, though the only problem from players is the ability to move chars between servers and chatting to other players between servers....and they have corrected the latter of these two issues with the global chat system but I would like to see one server for everyone, regardless of location the player is.... my $2.89 worth |
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Gunny Admiral Omega Merchnt Command (OMC) |
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