WoW Downtime Interview at Penny Arcade 149
The short answer is "The game is capable of supporting this many players," but it would probably be helpful to provide some background information. Based on our market analysis, we made some initial calculations about the size of the massively multiplayer online games market in the United States. We then accounted for new customers to the genre based on our previous games. Looking over this data, we did believe that there was the potential for an extremely sizable interest in a Blizzard MMOG. According to our research, other successful MMOGs in the U.S. had achieved roughly 300,000 subscribers after 12 months of operation. What ended up happening with World of Warcraft is that we achieved double these numbers in approximately the first six weeks of launch. We absolutely can support the number of copies we put on shelves, but we believed it would take us longer to get to this number in terms of players purchasing the game and logging on.
We had not anticipated this amount of growth in such a short time; however, we did have a backup plan that was deployed rapidly. In the first week of launch, we more than doubled our number of game servers and server infrastructure to accommodate the demand. The fact that we had planned to grow the service over the first 12 months of operation was evident, as we had server hardware waiting to be deployed. We just anticipated that this server rollout would be gradual. Copies of the game were being purchased at a much faster rate than anticipated, so we had to abandon our slower-paced plan and go into rapid deployment to accommodate these additional customers. This meant we also had to advance our timetable for additional server purchases.
With such a rapid growth of the network, we started to see several bottlenecks in the infrastructure that exposed themselves very quickly when the expanded hardware immediately took on massive load. These bottlenecks were solvable, but they required additional upgrades to the backend systems to accommodate the load--which, again, we hadn't planned to see, even with the extreme estimates, until later in the year. Regardless, server stability has remained our number-one priority, and so we acquired and deployed even more equipment as part of the process of addressing these issues. All of this new hardware also required additional software and operating system upgrades on the backend. The problems that some players on the 20 or so most populated servers (out of the current total of 88 servers) have been experiencing are related to some of the upgrades not functioning as desired. We are working diligently with our vendors and internal technical staff to get as quick of a resolution to the problems as possible, and we believe there should be noticeable improvements soon. When our community team commented that people are working 24/7, they weren't exaggerating.
2. If it's true that the server problems are related to the overwhelming number of players, why was no effort made to better distribute players evenly across realms, or allow players and guilds to transfer to less populated servers?
We actually did have a number of checks in place at launch to distribute players as evenly as possible across realms. When a new account logged in, the game would ask what realm rule set and time zone the player preferred, and then it would suggest the realm with the lowest population that matched the selected preferences. That said, we're definitely working on resolving the overpopulation problems that ended up occurring on some realms despite our preventative measures. A realm-transfer option that would allow players to move from their high-population realm to one with a low population is one of the things we're investigating. We're exploring this option fully and hope to be able to communicate more detailed information about it to our customers in the coming weeks.
3. Currently, large scale player raids involving large groups of players experience a huge amount of latency. How do you plan to compensate for this in your upcoming PvP Battlegrounds feature?
The player raids often have hundreds of people per side in one area; that area is on a server that is also running the rest of the continent, and that can result in the latency you describe--depending, as well, on the total population of that server. We're continuing to look into the issues surrounding this dip in performance. Battlegrounds, on the other hand, will run on the instance server, so there should be no such issues. Additionally, players will be unable to "zerg" in Battlegrounds; there will be a limit to the number of players per side.
4. What accounts for the frequent "emergency" maintenance downtime? What issues are you attempting to resolve?
The emergency maintenance periods are to restore stability while we continue to narrow down the cause of the problems. Some of them are also to deploy temporary fixes to various in-game systems while we continue to develop a longer term, more stable solution. World of Warcraft delivers many complex features that are unique to MMOGs. Features such as the in-game mail system, auction houses, player inventories, flight paths, quest states, etc. use a lot of server bandwidth, which makes pinpointing problems on the server infrastructure much more complicated.
Recently, the extended emergency downtime for a certain number of realms was needed in order to better accommodate our growing player base. Some of the upgrades that we planned for all of the realms were made to these realms first, as they are among the most populated and thus most in need of aid. We set the realms up on the latest top-of-the-line hardware and made the software upgrades accordingly, but some unforeseen issues cropped up with the database that resulted in the problems players currently see. This is no fun for our player base, of course, and we don't want to keep the realms running in a condition that frustrates our customers when we can attempt to fix things . So, these downtimes have been used to change hardware and apply fixes that will hopefully alleviate the issues. We have not yet resolved the problems, but we're working on this around the clock.
5. What issues are you experiencing with your login/authentication servers? It is often the case for myself and the people I play with that we cannot access realms our friends are already logged into.
These types of issues stem from the problems described above. Conflicts occur between some of the internal applications running in the background, and the end result can take the form of temporary login issues. We're working to resolve these conflicts so that they are no longer a factor.
6. When do you expect to have the worst of these problems resolved?
We'll be constantly working on these issues each day moving forward until they're resolved, but we don't currently have a set date for when that will be. We're doing all we can to make sure these problems no longer occur -- it's our top priority, and we hope to have the issues fixed as soon as possible. We'll continue to provide players with regular updates on our progress.
7. Will the European launch utilize the same realms, or will these players be hosted on all new equipment? If they are hosted on new servers, what have you done to ensure that the launch will be free of the problems mentioned above?
They will be on their own set of hardware, as with our Korean release. Our teams are learning from the experience of our North American launch and are applying that knowledge to the servers in Europe. We hope to provide them with a smooth launch.
8. What would you have done differently?
It would be easy to speculate about what we could have done differently, but that wouldn't turn back the clock. Right now we're extremely focused on the issues at hand, and this focus is helping us methodically chase down the problems that are causing frustration for some of our players. The foundation of our company is based on providing a top-notch game experience and an equally top-notch level of customer satisfaction; we won't be happy until we feel we're consistently meeting those standards.
Bout time. (Score:1)
Re:Bout time. (Score:4, Informative)
Nation of Origin: English, (more likely Korean)
Definition: To be rushed by several players.
Use it in a sentence: "So we were attacking Tarren Mill in Hillsbrad when the hordies called in all their guild mates and zerged us."
Re:Bout time. (Score:1)
Re:Bout time. (Score:1)
Re:Bout time. (Score:2)
Re:Bout time. (Score:2)
Re:Bout time. (Score:2)
Re:Bout time. (Score:2, Informative)
Re:Bout time. (Score:2)
Re:Bout time. (Score:1)
WoW section (Score:1, Funny)
MMORPG Players.... (Score:5, Insightful)
It is a $14 a month service for unlimited entertainment, you can't expect that every single kink will be ironed out at launch.
Real world devices have real world problems, and a whole host of gamers, like Tycho fail to realize that.
Imagine if Tycho had to deal with 100,000's of people complaining that one stroke in one particular comic was 1 pt off.
The problem is that if Blizzard put the resources into making the game so that there were no problems at launch and that they had the server infrastructure to support the entire planet logging into same screen all at once the subscription fee would be so incredibly expensive that no one would play the game.
Manufacturing defects are a trade off, yes Blizzard could build a game with no bugs, but how many players would want to pay $5,000 for a copy, and $1,000 a month?
Re:MMORPG Players.... (Score:2, Troll)
Judging by how often www.pennyarcade.com goes down, you'd think Tycho and Gabe would know that technology has its problems. Remember during Child's Play last month after they were mentioned in all the mainstream news sources? Slashdot actually had to host the comic here so that PA's servers could take a pounding from all the non-regulars.
I think Tycho needs to chill the f*ck out and play something else for a while.
Re:MMORPG Players.... (Score:3, Interesting)
Re:MMORPG Players.... (Score:2)
Re:MMORPG Players.... (Score:3, Informative)
Re:MMORPG Players.... (Score:4, Funny)
Re:MMORPG Players.... (Score:2)
Blizzard needs to put more money into more servers. Management is simply being cheap. Remember, this is the same company that fired the Diablo II team after the success it had.
Re:MMORPG Players.... (Score:2)
Granted, they could throw money at "more servers" at this point to alleviate the problem (which they are doing) but if they learn what the true cause of the problem is, then they can truly fix it and not have the problem crop up again when more people sign up....
Re:MMORPG Players.... (Score:5, Insightful)
I personally commend Penny Arcade for bringing this up.
Re:MMORPG Players.... (Score:1)
Exactly!
May I recommend battle.net?
Re:MMORPG Players.... (Score:2, Insightful)
And why, oh why, out of the many services that we pay for and hold to a standard: Mobile phones, home phones, Internet, Cable TV, etc. do we not hold MMO's out to a similar standard?
Because it's on the Internet and seen as a waste of time? I'm sorry, but is it a fake $14 that is being paid every month? Are they not held accountable by the quality of their service like every other
Re:MMORPG Players.... (Score:4, Insightful)
And why, oh why, out of the many services that we pay for and hold to a standard: Mobile phones, home phones, Internet, Cable TV, etc. do we not hold MMO's out to a similar standard?
Oh..because you never had trouble with cell phone or home phone companies?
I mean:
* Getting overcharged or having billing issues (which seem to be the common denominator in all phone companies). This happens ALL the time. So much that it's nearly fun to receive a new bill and find out what blling part is screwed up for the last month.
* Not have the cell phone working where you expect it to work (bad coverage).
* Phones advertised with a lot of features, but you find out it's just lies since features are capped by companies so you overpay them for idiocies like sending images (as an example, TELUS is blocking their phones so the non-geek cannot use a computer to get images from the phone). * Cable TV repair guy coming 1 week after the scheduled date (whicho of course was inconvenient enough that you already had to take a day off from work).
To me Blizzard is actually doing pretty well in working toward customer satisfaction. All this whining is nonsensical and your arguments just don't hold a small exam.
At least Blizzard doesn't charge you for accessing customer support where I think it is EXTREMELY SHOCKING that in North America, phone companies charge a monhtly fee for access to 911, whatever the fee is.
Why is it a game that 'people spend too long on' is any different than a mobile phone service used for communicating with friends, where days worth of downtime a month would be considered terrible service?
Because it is a GAME, not a business or life-threatening *service*. It is not even a *service* as such.
Honestly, this game is working great with a few post-launch glitches due to unexpected success. Have you ever lived the launch of pathetic "Ultima Online"? In constant value, it was more expensive than WOW is at that time. And my! What a load of crap it was! Funnily enough nobody seems to remember that mess.
So give us a break and quit the whining
Re:MMORPG Players.... (Score:4, Informative)
This has already been addressed in other replies, but I'll state it again here. Yes, real world devices have real world problems, and when real world services go down, people get pissed off, switch services, ask for refunds, reimbursements, pro-rated bills, etc.
100,00's of people complaining that one stroke in a particular comic was 1 pt off would be like 100,000's of people complaining that a building in the game was misaligned slightly, but still compeltely usable. What people are really complaining about in reference to Blizzard and WoW is not being able to access the service at all... like if people were PAYING to see Penny Arcade comics and then the site was down all the time and people couldn't see the comics or the site would be up, but viewing the comics required a login and it rejected all paying customers.
If you had bothered to read the article this post is referring to (which you obviously can't, with your head so far up your ass), you'd know that the problem had nothing to do with not spending enough money on the server infrastructure and more to do with Blizzard's extensive market research showing that even in very generous, extreme estimates, the number of people signed up to play this game would be less than HALF of what it really turned out to be.
Again, I just want to stress that we're not talking about annoying software bugs here, we're talking about not being able to use the service they are paying for. It's like buying an operating system that has a 50/50 chance of booting. >.>
Personally, I LOVE this game and like Tycho's previous posts about the game, the only thing that makes me really really mad is that I can't play! I have NO intention of returning the game. I just want the server instability (putting it lightly) to go away, so I can enjoy everything else about the game.
Access to a product that you pay a sign up fee and monthly fees for is not a priveledge, but part of the contract you enter into when you agree to pay them every month for the service they have told you you were getting for that monthly fee.
Re:MMORPG Players.... (Score:5, Insightful)
Re:MMORPG Players.... (Score:2, Insightful)
I work Mon-Fri, 9-5. By the time I get home and eat, it's about 6:30. Saying "yes, it may be down from 6pm onwards, but it's fine during the day - play then!" wouldn't pacify me one little bit, because that's no use to me.
Re:MMORPG Players.... (Score:2, Insightful)
Yeah, the gall of people to expect a game has gone gold to 'work as advertised', and 'be available to them' after they pay 50 bucks + 15/month for it.
Imagine if Tycho had to deal with 100,000's of people complaining that one stroke in one particular comic was 1 pt off.
I'm sure it happens to him most times the strip isn't up first thing in the AM. the obvious difference, of
Re:MMORPG Players.... (Score:3, Insightful)
Wow, what a BS argument. Those guys, along with many others, were playing from day one. A MMORPG, theoretically, is supposed to be about meeting people and developing o
Re:MMORPG Players.... (Score:2)
So what do you recommend they do?
There is no easy solution to the problem. Bl
Re:MMORPG Players.... (Score:2)
Re:MMORPG Players.... (Score:2)
Re:MMORPG Players.... (Score:2)
Holy shit! Where do I sign up for unlimited entertainment a month?!
Last time I checked, you still had to walk/ride a boat/fly to your destination, you still had to spend time doing menial quests only to recieve a shitty reward and no matter how many days I play without sleep theres always some asshole out there with better gear than me and will rub it in my face. My boss at work does that to me and I get PAID to do it. I'm sure as hell not going to P
This is not good... (Score:3, Insightful)
Re:This is not good... (Score:3, Insightful)
It just seems more blatently obvious that they should give out free month. The people spoke and blew away the companys expectations within a week bringing in what they anticipated to take 6 months. For this the players are punished. Battlegrounds has to be taking a back seat untill they solve the server issues.
I'ts not like i'm going to quit playing because I wont get a free month. I can't even bring myself to try the free Anarchy Online. I'm just offended personally that they belive that the cu
Re:This is not good... (Score:2)
So then why would they give a free month?
Re:This is not good... (Score:2)
I do plan to leave when guildwars comes out.
Re:This is not good... (Score:3)
Also, as they've stated several times, the engineers in charge of gettin
Re:This is not good... (Score:5, Insightful)
Example 1 (Context: SoE is the Staff of Enervation, the most powerful mage staff in the game. It's magical wood, meaning it can be repaired by a Mind based repair spell. A database error during the shift from TKO Software back to private ownership made it Nature repair - which is for magic wood - a few weeks ago, and that was corrected shortly tehreafter. This post came a while after that)
WTF SOE IS MIND REPAIR NOW???
by (removed)
YESTERDA YIT WAS NATURE REPAIR WTF U CHANGE IT FOR?
by (removed)
I sure hope not that's gay I don't want to have another skill. Well not really I have 100 in all mage skills but its gay because I need to use my mind runes now.
by (removed)
WTF FIX THE FUCKING BUGS BEFORE YOU POST A NEW UPDATE
Another example:(Context: New land area was added recently, which is only suitable for parties of high level characters. A level 15 should not be there for any reason. The area is open, and is accessible from both lawful and criminal cities, although the walk from Desprail or Redwake makes it hard on criminals, but just about anybody can get there if they want)
Re: WHY do i see CRIMINALS running free in the new lands?
by (removed)
what city? there's no city, just a lot of grass and big ogre things that kill me. why the hell do the monsters so fucking high level? hows a level 15 supposed to bow in there geeze its not fare nemore
The following posts are by the same person, less than four hours apart: (Context: the update was scheduled for the day before, but was delayed due to a bug)
Where's the UPDATE????
by (removed)
Just put it on the servers so we can play it and we'll find the bugs stop slacking we pay your salary.
Wtf's with the fucking BUGS!?
by (removed)
FIX THE FUCKING BUGS before you post a patch. you should NEVER post any update unless it is ONE HUNDRED PERSENT BUG FREE goddamn incompetents. you can't run a fucking game. We pay your salary now do your jobs.
Frankly, in this game, I consider this sort of brattyness worse. The game is fairly small, and has been struggling to pay the bills its whole existence. Twice, they licensed larger firms (most recently TKO Software), and both times they got screwed. The first time, the developers broke the contract, gave up ALL the money the game had made for nearly a year, and went without a lot (Lead developer even sold his car) to keep the game alive. The second time, it was a bit worse. They all got canned by the new owner of the game, and the game was going to be shut down. They stepped in and paid - out of their own money - to license the game back and keep it alive. For more than half of the last two years, the game has been free for one reason or another, and for the rest, it was only $8 a month.
Granted Blizzard doesn't have these woes, but people will still complain about the exact same things. Even if they're shown that the problems are being fixed, it won't be enough, because it's not being fixed instantaneously.
Once, AE had a very strange bug. It was very difficult to reproduce, and the circumstances that caused it were never properly pinned down. Less than three hours after it was found (At 4 AM yet, the devs were probably asleep), people were already complaining about why there hadn't been an update to fix it. When there was an update, they complained that the server was down for almost "FIFTEEN MINUTES OMG I R WANT MI MONIE BAK."
Re:This is not good... (Score:2)
And again realms and servers... (Score:2, Interesting)
As far as I know, the only MMOGame that ever attempted that approach was EVE-Online, and they have a record of a bit over 10,000 clients logged on and playing at the same time.
Personally, I find the entire concept of realm "sharding" to be
Re:And again realms and servers... (Score:1, Informative)
Check em out [wwiionline.com]
Re:And again realms and servers... (Score:1)
Re:And again realms and servers... (Score:1)
Re:And again realms and servers... (Score:1)
Though it's not a "game" in the traditional sense, Second Life does the exact same thing.
Re:And again realms and servers... (Score:1)
Re:And again realms and servers... (Score:3, Insightful)
Have you played this game? The AH in Ironforge is packed on my server, and it is one of the low-population servers. I have seen screenshots of it from a high-population server. Can you imagine what it would be like if there was only one s
Re:And again realms and servers... (Score:3)
Auction houses should be treated like a small instance.
Re:And again realms and servers... (Score:2)
Re:And again realms and servers... (Score:2)
Blizzard has stated that they aren't going to do this because they feel it changes the feel of the game in that entering a building with a ton of people makes it feel more alive. Thats fine. If they don't want to change that then they need to add mult
Re:And again realms and servers... (Score:3)
That's an easy thing to address;
You could provide more locations to access it. Why don't Stormwind and Darnassus have auction houses that are connected to the one in Ironforge?
Or you could move it to it's own landblock, off-loading it onto separate hardware like Asheron's Call did. That would also benefit the areas around it.
Re:And again realms and servers... (Score:2)
Re:And again realms and servers... (Score:2)
Re:And again realms and servers... (Score:2)
Re:And again realms and servers... (Score:2)
Re:And again realms and servers... (Score:3, Insightful)
I don't know if you've played WoW at all, but in the beta I quite often had problems with areas being just too damned crowded. In some areas (e.g. Westfall), the mobs you had to kill for your quests were always dead already, with several players camping their spawn points. And then there's contested territory. Horde player doing Tarren Mill on a crowded PvP server? Good luck staying alive more than two minutes at a time!
That was with about 1200-1500 players logged in to the realm, I
Re:And again realms and servers... (Score:3, Interesting)
Re:And again realms and servers... (Score:2)
Still, with 50x the players on the server, it would surely
Re:And again realms and servers... (Score:2)
Doesn't matter to me, anyway, as I will never play a night elf. There's too many of them already. Besides, the Alliance is scum.
Re:And again realms and servers... (Score:3, Insightful)
Re:And again realms and servers... (Score:2)
Re:And again realms and servers... (Score:3, Insightful)
There is a balance here.
As processing power becomes cheaper this problem will ease, but in the end it's still O(n) hardware trying to solve an O(n^x) problem.
If they could distribute the proc
Re:And again realms and servers... (Score:2)
Re:And again realms and servers... (Score:2)
Peer-to-peer networking games like Starcraft, Diablo (1), Warcraft II (are we sens
Re:And again realms and servers... (Score:2)
Now, wether you pick the option of a HUGE world with zilions of players insid
Re:And again realms and servers... (Score:2)
Even iff all issues with mobs are fixed and every mob can drop good and useful things, and each city has their own server, wh
Perl sure can be tough to debug (Score:5, Funny)
Translation: Bob's nifty 12 line perl hack doesn't seem to scale.
Nicely Spun answers (Score:1, Insightful)
It sounds like the answers are spin for we weren't ready to handle a game of this scale. We maybe soon, but you all are going to have to put up with us through the learning process.
By the way they had to release e
Re:Nicely Spun answers (Score:1)
Oh, and it was one year - I think they'd probably have boxes sitting around in a wa
Re:Nicely Spun answers (Score:3, Insightful)
Also, they knew th
Re:Nicely Spun answers (Score:2)
Re:Nicely Spun answers (Score:2)
Re:Nicely Spun answers (Score:2)
Those 200,000 sold out almost instantly (do you remember the problems around Thanksgiving trying to find a copy?), and the publisher Vivendi printed the excess more and sold them. Although its Blizzard's product, keep in mind that the publishers really drive the sales of a product. Blizzard asked Vivendi repeatedly to stop printing new copies until they had
Not surprising (Score:2, Insightful)
It's what we already knew: They 'could' have supported many players, they 'tried' to evenly distribute players and they 'will' fix the problems at some unknown date.
I'm not sure what I was expecting, but a watered-down version of what we already know that doesn't cast any blame in the slightest wasn't it. Where is that 'Blizzard Difference' ever
Re:Not surprising (Score:2)
Allow me to translate (Score:5, Funny)
No it isn't. We had an untested backup plan that did not work either.
2. If it's true that the server problems are related to the overwhelming number of players, why was no effort made to better distribute players evenly across realms, or allow players and guilds to transfer to less populated servers?
We recommended a lower population server, but did not explain the implications of the choice, so people just made uninformed desicions. (Note: I would take a higher populated server if I didn't know it meant more lag. Do you want to play in a void??)
3. Currently, large scale player raids involving large groups of players experience a huge amount of latency. How do you plan to compensate for this in your upcoming PvP Battlegrounds feature?
Battlegrounds won't lag because we limit the number of people in a battle.
4. What accounts for the frequent "emergency" maintenance downtime? What issues are you attempting to resolve?
Once again we did not compensate for the high number of users. Do you think we had 600k people in our test environment?
5. What issues are you experiencing with your login/authentication servers? It is often the case for myself and the people I play with that we cannot access realms our friends are already logged into.
Once again we did not compensate for the high number of users. Do you think we had 600k people in our test environment?
6. When do you expect to have the worst of these problems resolved?
When enough people get pissed and leave and we finally upgrade. So in about 6 months.
7. Will the European launch utilize the same realms, or will these players be hosted on all new equipment? If they are hosted on new servers, what have you done to ensure that the launch will be free of the problems mentioned above?
We're not sure.
8. What would you have done differently?
Better market research, I guess. We'll get it fixed, don't worry.
Flamebait (Score:1)
Moderators on the wrong drugs (Score:3, Insightful)
Re:Moderators on the wrong drugs (Score:2)
Re:Moderators on the wrong drugs (Score:2)
Re:Allow me to translate (Score:2)
Re:Allow me to translate (Score:3, Informative)
500,000 beta accounts? (Score:2, Insightful)
The bean counters were either sleeping or stupid.
How could they NOT have seen this coming?
Are they are full of BS?
or more likely:
This is an example of a large corporation with very slow turning wheels when it comes to planning/changing plans.
I give them credit for having a backup plan in the first place... but personally, I expect MORE of Blizzard. So many beta accounts should have been an obvious indicator for what was in store, I would think..?
Re:500,000 beta accounts? (Score:3, Insightful)
In their defense, you can't realistically go into a release/new business EXPECTING
PA servers (Score:1)
Re:PA servers (Score:2)
Europe and NA (Score:2)
7. Will the European launch utilize the same realms ?
They will be on their own set of hardware, as with our Korean release. Our teams are learning from the experience of our North American launch and are applying that knowledge to the servers in Europe. We hope to provide them with a smooth launch.
Does this means people in north america won't be able to play with our europeans friends?Re:Europe and NA (Score:3, Informative)
Sounds like SWG (Score:1)
Their answer? They gave folks 1 extra day of play time before their subscriptions had to be renewed.
People were complaining a
Its blizzard, whatdya 'spect? (Score:2)
This is blizz's learning curve - they've never made a MMORPG before. Who in God's name could have predicted this kind of response? 600,000 people!!!
Bottom line - A
Crazy players playing crazy hours (Score:2)
One thing that Blizzard touted early was the ability to play it casually soloing - you can play once a week and easily gain levels doing quests. By following the flow of quests, you can often do two in an hour. However, that rapid pace of advancement makes the game fun in general. You get rewarded with new skills, new environments and new challenges constantly.
Hats off to Blizzard (Score:3, Insightful)
What more do people want? They have tried their best based on what they know, and when things went wrong, they responded very quickly. Several MMOs have problems and are dickheads about it.
The fact that Penny Arcade yanked the Game of the Year award away from WoW is just immature, in my opinion, given Blizzard's response to the situation.
By the way, I've been noticing that Penny Arcade takes a shitton of time to load. I demand they fix the problem instantaneously! I don't care what it takes! I'm going to yank their links from my site unless they get on it right now! I'm sending "terse questions" next week.
Re:Hats off to Blizzard (Score:2)
You've, of course, sent your $15 to Penny Arcade this month, too, right?
It's a GREAT basic design (Score:3, Insightful)
Instead of just blowing up completely, by and large, WOW fails fairly gracefully. The engineering in that is non-trivial. I don't think people realize just how good that code is. Getting a system that stays reasonably stable under completely untested loads is really, really hard. I am VERY impressed with the quality of their design and code work.
And, yes, some data did get lost... the servers did eventually seize up and crash completely, and often there'd be some data lost. But, at least in my case, it was never much more than a skill point or two, or a few hundred experience.... twenty minutes of lost playtime. I'm sure some people had a worse experience than I did, that's the nature of random data loss, but I wasn't badly affected.
When you consider the sheer scale of what they're doing.... they had TWO HUNDRED THOUDAND PEOPLE AT ONCE playing their game not long ago. The scale of that just boggles the imagination. If you assume 32kbits/second down, and 2kbits up (probably a bit skinny, but I'll try to err against Blizzard here), that's an aggregate total of 10,880,000,000 bits per second. Roughly 10 gigabits, or total saturation of an OC-192. Just the FIREWALLING on that kind of traffic is a HUGE project! Admittedly, they've broken that up into 3 or 4 datacenters, but doing firewalling and connection tracking on a mere 2.5gigabits is still pretty daunting. And that is completely ignoring the application servers, the load balancing, the inter-server communication, the databases..... just 1% of this project is a HUGE BIG DEAL.
The fact that we were able to pile in there at that kind of speed and the game didn't seize up and die completely is a resounding, amazing success. I'm sure the Blizzard guys aren't feeling too great about how things went by now, but.... guys, you kicked ASS. You did somethiung that has never been done before, a level of complexity nobody else has ever reached, got loaded down with about four times as much traffic as you were expecting.... and STILL mostly succeeded.
I have every faith that you'll work out the remaining kinks and bottlenecks.
By the way, the last couple days, on Uther, have been quite good... I think I got one disconnect in two days, and there really hasn't been any lag. They may nearly have the problems fixed. I haven't been thinking about bugs, just about slaughtering beasties.
Re:It's a GREAT basic design (Score:2)
Life in the server room according to the ignorant forum whore.
Admin 1: Hey, check this out! I was looking at the forums, and this lvl 60 Paladin, Pwnzj00, says "OMG UR SERVERZ SUXOR!!1!" Thats just not cool!
Admin 2: *Stops playing quake* Really? I had no idea! What are we going to do about it?
Admin 1: I d
Realm Populations (Score:2)
Re:Who knew ... (Score:1)
Re:D'joo want server? (Score:3, Insightful)
Re:D'joo want server? (Score:2, Interesting)
Re:All Lies (Score:2)
It's entirely possible for both to be done at the same time without detracting from each other.
Re:All Lies (Score:2)
And they're based in California...