Discussion: Dbl XP Weekend and Server Performance
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We've had this bug where global chat channels would occasionally drop from the chat tab and you would have to re-add them... during Double XP Weekend, this was happening to me every 10-15 minutes. I would get some chat and then the globals would go silent... I'd check the tab, and sure enough they removed themselves AGAIN!
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If your channels go silent, don't look at the tabs via edit. Try sending a tell to the channel - I have noticed that if chat goes down, and you look at the tab, the tab realizes there is no chat and saves itself with out a chat channel in it - whereas if you let it come back without checking on it, it keeps the channel in the tab.
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You can also check your "Friends" list, to see if the channel(s) are there at all. That keeps the tabs properly set for when the channel(s) come back, too.
Personally I cant see why you have to lock out servers, Some other MMO game I have played operate above those numbers not having to lock out folks, and not producing near the Lag that CoH has now days. I would say drop accounts that are non-paying to free up those of us that do pay and have been here since i2 for future events. I got locked out 4 times, once for more than 30 minutes.
They didn't lock the server based on total accounts but on accounts currently logged into that server. The character db server isn't want contributes to in-gme lag since you can't search offline characters (they show on friends lists and such but the checks for status is based on checking aginst currenly logged in only) and other than the ww/bm system no real info about offline characters is needed (I'm assuming that SG roster info isn't updated frequently for offline chars since their info won't change while offlline).
They locked one server during some peak time because the currently logged in number of players reached a threshold where more connections would slow everyone down noticably and possibly cause server instability. There's many factors that contribute to this and I'm sure with time and testing they will find more ways to improve stability and performance while under load so the caps can be raised and server locks are less likely. Except during a special event like 2xXP weekend they don't have to lock servers. WoW's more populated servers frequently force people to sit in queues waiting for other players to log off.
Also since they haven't released the concurrency cap is it's hard to say just how many people were logged in compared to the server limits of other MMOs. Also from my experience people hop around zones (and yes even 'zoneless' MMOs have zones, they just do more seamless transition between them rather than a load screen and while they have benefits they have their own drawbacks) a lot more frequently in CoX than other MMOs especially as a lot of time is spent going between instanced maps (missions) and shared city zones. Even if run on seperate machines and clusters of machines you still have a central 'server' managing all those connections and tracking which zone server a character is in and switchig to.
Earlier, Lighthouse said:
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However, the nice thing is that this bottleneck really only comes up during Double XP weekends. The other 359 days out of the year, it's smooth sailing!
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That confused me... until I figured it out. You see, 2008 is a leap year. 366 days.
366 - 359 = 7 days of DXP.
7 - 3 = 4 days left to go! w00t 4 day DXP Weekend!!! I called it!
/wonders which Friday or Monday I gotta call in for...
August 31, 2012. A Day that will Live in Infamy. Or Information. Possibly Influence. Well, Inf, anyway. Thank you, Paragon Studios, for what you did, and the enjoyment and camaraderie you brought.
This is houtex, aka Mike, signing off the forums. G'night all. - 10/26/2012
Well... perhaps I was premature about that whole 'signing off' thing... - 11-9-2012