Scaling is hard. I work in the software industry (though not the game industry), and what they're trying to do is extremely difficult. They're suddenly turning on the firehose of millions of users connecting to their servers, which simulate extremely complicated worlds, and needing everything to happen with really low latency.Sheo_Dagana said:This happens with almost every MMO and I'm not terribly surprised to see it here either. You'd think someone would have come up with a better way to do this by now.
Bottlenecks that don't appear when you have 10s of thousands of connections can suddenly appear when you have hundreds of thousands of connections. The bottlenecks can be in the software they wrote, or in the operating systems they're running on, or the databases, or network topology and load balancers, or some other hardware problem. If any link in the chain is weak, the whole thing goes to hell.
So, I give props to them for doing something so ambitious. It probably would've been a lot easier for them to slowly allow people to join over the span of a week or two, but a lot of people would be upset if they ended up as the last people allowed into the party. Maybe a beta program would've helped.
I appreciate how they were upfront in saying "we're gonna turn this on October 1st, and there will probably be glitches, so we appreciate your patience as we work it out." As long as companies are honest and treat me with respect, I'm willing to cut them quite a bit of slack.