Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.08 04:01:00 -
[1] - Quote
I have some request / technical speculation on game servers of Dust514...
What type of server is it?
--Is it a relay / cloud-like network?
--Is it a HUB / Sever-dedicated network? Is it a relay / Cloud-like network... This type of server consists of not much Server side support, it basically tables all users in and basically keeps their connection pending onto the sever userlist. Meaning, it has some server dedication, but really it works on client-to-client connectivity.
Example---
Server
|
Bob--|--Fred
Is it a HUB / Server-dedicated network... This type of server controls connectivity flow to all subordinate clients. It requires a lot more sever-side power, but controls exactly all of the communication between two clients.
Example--
Bob
|
Server
|
Fred
Each connectivity runs in a server house... However, how the server handles the clients is differnt. The cloud-like network only tables users inside synchronously allowing both clients to communicate with each other; the hub network controls the entire data flow between the clients.
A game like DUST514 would have more stability with the HUB network structure. It would just require a lot more dedicated server fortification -- Taking a lot more parallel networks to house the client sides. It would also be more stable -- faster connections and could house as many clients as the server is built for.
The cloud / relay network allows users to tamper with connections with other clients... An can delay the server -- Every client would reek lag issues, when there is a USER jacking with the connections. However, the relay server wouldn't require as much dedication -- It could backbone off of its client sides.
I think the network engine of Dust514 should have more server side / HUB connection... Just to give a more ample user experience.
Just sayin though...
What y'all think? |
Odiain Suliis
ZionTCD Legacy Rising
112
|
Posted - 2012.10.08 04:06:00 -
[2] - Quote
There should be Fanfest videos that shed light on this topic. Look for CCP's youtube page. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.08 04:17:00 -
[3] - Quote
That is irrelevant.
However, I think the essential reason they designed the servers that way... Was for the presentations & open demos of the game at expos. You can't really just carry massive servers to an expo...
I just would like to see some massive battles... An STRONG Server side support could really make that happen. |
crazygirly footsoldier
BetaMax.
10
|
Posted - 2012.10.08 10:59:00 -
[4] - Quote
i bet its not really designed for thousands of players playing dust 514. it was formarly used as a test server for eve online. a couple of hundred players could cause lag on test events. how the infrastructure looks today i cant really tell. im not surprised if lag occours on the test server tho. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.09 09:11:00 -
[5] - Quote
@crazygirly
I only hope they renovate the servers to make it more server-side supported.
I already said that most people would be lagged if the server handles the clients one way. There is more than one way to control its users. One way just takes more Sever side support than the other.
|
Jack Boost
Zarena Family
194
|
Posted - 2012.10.09 16:34:00 -
[6] - Quote
This is old dev blog from eve but.... it gives you little light about servers http://community.eveonline.com/devblog.asp?a=blog&bid=769 |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.16 07:42:00 -
[7] - Quote
My only speculation onto this entire game-server structure only came into question after I started noticing a pattern with a few users. Mainly glitching. Glitching is applicable on the RELAY/CLOUD(As example shown) because the sever is only acting as forwarding connectivity. You would see... People not taking damage, clipping across maps. I've made a list of users here. https://forums.dust514.com/default.aspx?g=posts&t=38967&find=unread
If DUST514 was all HUB interfaced, the server could recognize glitching easier, but it would also require servers to have a lot more power... The servers would also be able to house more players and even better synchronization. It would just require a lot more server side controllers... And it could house as many players as it was built for... And it could help better data-integrity from the EVE side as well.
The way Dust514 is setup now is just to float some connectivity and its easier to maintain(SERVER WISE) but glitching could be going on and it would be a blind spot on server side. Unless they have 100s of filters, but then that also slows down connectivity. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |