Maintenance is a bit excessive...
And you make a fair point on both counts. Sorry if I inferred you made that contention about taking it off line...that was meant for another, kind of a "take care of in one shot" sort of thing.
Yes, I would have to say that even the best stress test can't beat live. People will simply not load the server like live does. Even with scaling. A load test can only provide information on the OSI protocol stack, and certainly isn't dynamic enough to cover regression. But I still think Sharding is viable. Naturally, again, it depends on setup. I can say they are using LIMITED sharding right now, as I have seen evidence of this, but I think they need to expand it. My problem is that I'm unaware of what they are using to shard...my guess is Codefutures...maybe dbShards? If its active record (ORM) than it's probably likely to be Octopus, part of Ruby if I remember right. Actually I'm not sure if Ruby is outdated. You would know better than I. The point is Sharding could reduce load while the upgrades are made. It's hard to believe that a consistent load of say...10000 players...and that's probably high end...could be served by limited sharding during an active hardware upgrade. Now, if it's a database upgrade that's obviously a different story. They have made SOME database changes obviously. But I'm not sure if that translates to a code change. |
I honestly couldn't tell you much more about their hardware setup beyond what they've told us. We do know that as recently as a week or two ago they were "physically moving server hardware to a new location" so it's likely that quite a bit more is going on than how they are handling their high level server instance applications.
Once again I can totally sympathize that any downtime is bad for a game like this. But given everything they are trying to accomplish I almost think it's amazing they've managed to do what they've done with so -little- overall downtime.
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The current realities of this game are always going to be complicated by its relative age. Not only are they reworking the overall game for the F2P changes but they are doing it to a system that probably has some elements to it that are approaching being 10+ years old (depending on just how far back before April 2004 they were laying the groundwork for the game). Having to work in changes to the account databases and the new Paragon Market transaction servers into the existing rat's nest of code must be a semi-nightmare for them no matter how disciplined they've been.
I honestly couldn't tell you much more about their hardware setup beyond what they've told us. We do know that as recently as a week or two ago they were "physically moving server hardware to a new location" so it's likely that quite a bit more is going on than how they are handling their high level server instance applications. Once again I can totally sympathize that any downtime is bad for a game like this. But given everything they are trying to accomplish I almost think it's amazing they've managed to do what they've done with so -little- overall downtime. |
The non-stacks (inventory) are curious to me. I wonder if that is a marker. But I can't find any indicators anywhere.
At any rate, I'm guessing you feel increasing the sharding will not help.
And look here...we are now debating (or debunking if you want to call it that) my idea. This is a better way to discuss it methinks.
any idea how long this is going to last today
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Again, fair. You have no insight on what they might be using for database software? I didn't recognize any markers myself...Oracle always has a tell. SQL has a few markers as well.
The non-stacks (inventory) are curious to me. I wonder if that is a marker. But I can't find any indicators anywhere. At any rate, I'm guessing you feel increasing the sharding will not help. And look here...we are now debating (or debunking if you want to call it that) my idea. This is a better way to discuss it methinks. |
If you're interested is some of the "under the hood" stuff you could always sniff into the messaging that goes on with some of the third party apps like HeroStats and Titan Sentinel. Those things would give you some hints without having to do anything remotely reverse-engineery against the EULA. Beyond that I've never tried to "look behind the curtain" on this game too much myself because I'm mostly content to play it without wondering about the details. I try to keep work and play as separate as possible if you know what I mean.
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It's a fair point, but there are ways to create a stress test. It's not a perfect solution, but it can reveal the hardware problems they may be having.
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I can't begin to guess anything about the database stuff, I have no experience with it, but during one of the recent marathon Ustreams one of the Devs, I think it was Beastyle but won't swear to it, said there are 5 or 6 programming languages used in the game at this point. Including Visual Basic.
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Looks like we've got a practical application of what we've been saying. Graphical problems with a lot of powers being reported after the servers came back up, a problem that was not reported on Test before being brought to Live servers. Doesn't seem like it's happening to everyone, or on affected characters in all places.
So, bug appeared that didn't appear on Test. How should they have planned for that?
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Looks like we've got a practical application of what we've been saying. Graphical problems with a lot of powers being reported after the servers came back up, a problem that was not reported on Test before being brought to Live servers. Doesn't seem like it's happening to everyone, or on affected characters in all places.
So, bug appeared that didn't appear on Test. How should they have planned for that? |
Edit: By graphic problems I mean power fx, auras, capes, and clickable objects were invisible. And by sound problems again no power sounds, or that sound you hear when your near a glowey. Now I can see and hear stuff again.
Ok. My guess is that most players of the game won't have 20 years of Software Engineer experience. That's the only response I could give to that.
Funny how people feel experience in a certain field of work justifies a bad opinion. Also funny how they feel they exist in a vacuum. |
Also; Test=!Live servers. Stuff can and WILL crop up on Live that simply never did on Test and Beta, such as the Server List bug and such.
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I hear ya. We all hear ya. The Devs probably feel it the worst.
Hopefully things will get smoother as quick as can be. Unfortunately, you can't ask for anything more than that. As we all know... poodoo happens.
Anyway, the shame of it is that this game has had such a wonderful history regarding lack of downtime. I mean, we have not had anything like the past month for years.
I cannot argue against: They should have taken care of this more before launching it as completely free.
I don't know what problems may or may not have only been caused once they did launch... but... regardless, they are where they are now and they're just going to have to make the best of it as the experts see fit.
Hopefully it won't have a bad impact on the momentum of Freedom's launch.
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I hope this guy is kidding. What constant down time? Tuesday mornings?
People don't like playing with bugs, even simple ones. I know people who would happily give up a 8 hour downtime to fix that black bar issue there was in i20 (Where teammates showed up on team bar as black.) It cant' be helped and they are working on it. I can't even imagine how stupid someone would have to be to say "Oh, I started playing the game for free, but if I can't play Tuesday mornings I am bailing."
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Ok. My guess is that most players of the game won't have 20 years of Software Engineer experience. That's the only response I could give to that.
Funny how people feel experience in a certain field of work justifies a bad opinion. Also funny how they feel they exist in a vacuum. |
What you're suggesting is unrealistic for this particular game and client base. It would be a marketing disaster. Incremental fixes and patches are the optimal solution in this case, and, given a few more days or weeks, things will settle down.
The Devs do their best to encourage people to go try things out during the closed and open betas. They even generate "live stress tests" as best they can - basically every time they do things like the Praetorian Invasion that's a stress test or sorts.
But as SolarSentai said there's always things that crop up in a live environment that'll never show up during a beta no matter how much testing you do beforehand. Are there things they might be able to do to further reduce the downtimes we're seeing now? Sure there's always room for improvement. But my guess, for what it's worth, is that they are doing the best they can given the limitations of time, staff, budgets, etc. No situation is going to be perfect - it's how they balance juggle all the factors at once that matters most.
And for the record I never ONCE thought you ever said the current build needed to be completely unloaded from the live servers. Why you thought I jumped to that assumption is anyone's guess. *shrugs*
Telling the Devs to do this is like telling them they need to breath to stay alive. You're not saying ANYTHING they aren't already doing. My guess is that they are always "aggressively" trying to fix the problems ASAP.
Yes, I would have to say that even the best stress test can't beat live. People will simply not load the server like live does. Even with scaling. A load test can only provide information on the OSI protocol stack, and certainly isn't dynamic enough to cover regression.
But I still think Sharding is viable. Naturally, again, it depends on setup. I can say they are using LIMITED sharding right now, as I have seen evidence of this, but I think they need to expand it. My problem is that I'm unaware of what they are using to shard...my guess is Codefutures...maybe dbShards? If its active record (ORM) than it's probably likely to be Octopus, part of Ruby if I remember right.
Actually I'm not sure if Ruby is outdated. You would know better than I.
The point is Sharding could reduce load while the upgrades are made. It's hard to believe that a consistent load of say...10000 players...and that's probably high end...could be served by limited sharding during an active hardware upgrade.
Now, if it's a database upgrade that's obviously a different story. They have made SOME database changes obviously. But I'm not sure if that translates to a code change.