View Full Version : World server locations and pop indicators
TerminatorUK
2011-08-04, 03:50 AM
Just wondering where the locations of where the world servers will be based in PS2?
Being somewhat selfish, I'm hoping for at least a European server but I know folks down under were always left a million miles from a local server so could use one in their region.
Also, will server population indicators make a return?
LostSoul
2011-08-04, 03:54 AM
They said they would have multiple server at launch so it wouldn't surprise me if "werner" would make a comeback with an updated hamster in Amsterdam
Azren
2011-08-04, 03:56 AM
EU server is kind of a must in this type of game.
wildcat140679
2011-08-04, 07:21 AM
Ahh, Werner, the good old days. That server was practically in my backyard or home network if I've to compare the latency and network problems I'm experiencing now with the server in North America.
SKYeXile
2011-08-04, 07:37 AM
Just wondering where the locations of where the world servers will be based in PS2?
Being somewhat selfish, I'm hoping for at least a European server but I know folks down under were always left a million miles from a local server so could use one in their region.
Also, will server population indicators make a return?
yea, not happening
Were you Aussies that common on Markov?
Sovereign
2011-08-04, 09:47 AM
EU server is kind of a must in this type of game.
Lol, surely you jest?!
So yeah suffice to say if they have only 3 servers to go by yet again it will simply be dysfunctionial, so at the very least we should have: EU servers, west coast east coast (wouldn't mind a central server) and oceanic/whatever. :p
Rbstr
2011-08-04, 10:11 AM
I'd prefer as few as possible, depending on the game's scale. The internet and computer power is quite a lot better these days than it was for PS1, don't go in with a defeated mindset.
So a single north america server, one for the eurozone and one down near the aussies (japan?).
And probably one in china, but I doubt the outside world gets in on that action much.
FastAndFree
2011-08-04, 10:14 AM
Coincidentally, I just found this (http://www.pcgamer.com/2011/07/13/eve-online-and-battlefield-2-listed-as-major-inspirations-for-planetside-2/)
Smedley plays EVE Online regularly and frequently mentioned it as the major influence for the sandbox portion of PS2. Its influence is obvious in both PS2′s time-based, offline skill progression system and the desire to have a single shard server, even if Smedley said that they probably won’t be able to manage that until awhile after launch, when there are multiple planets. “We’re probably going to end up with [separate] servers,” he continued, “but we’re going to experiment with [single shard] internally to see what we can do with it.”
Distributing continents/planets across the servers clusters with the ability to move between them at will is the best idea ever
TerminatorUK
2011-08-04, 12:35 PM
I must admit I do quite like a single server as you feel united and not missing out on the fun elsewhere. However the 100ms ping coupled with the 1 empire per server rule would be pretty negative points
Sovereign
2011-08-04, 12:46 PM
this (http://www.pcgamer.com/2011/07/13/eve-online-and-battlefield-2-listed-as-major-inspirations-for-planetside-2/)
I'll concede to that, shard system can be the more operable way to go as long as you don't have too many shards mind you.
So have it in a succinct format like this: US:1west:2east EU:1:2 Oceanic:1:2
Not the overly gross format that you would see in Rift where they have far too many..
Rbstr
2011-08-04, 01:06 PM
I must admit I do quite like a single server as you feel united and not missing out on the fun elsewhere. However the 100ms ping coupled with the 1 empire per server rule would be pretty negative points
FPS are quire readily payable at 100ms.
And no one has said anything about a 1 empire per server rule carrying over, IIRC.
Quovatis
2011-08-04, 02:06 PM
Higby hinted that initially there won't be that many continents, so there will have to be quite a few servers. However, after release and after more continents are added, fewer servers might be warranted as each server could accommodate more players.
But I'm with you--as few servers as possible, but still span the globe.
TacosWLove
2011-08-04, 02:11 PM
The only other game I know that uses a single shard server cluster is eve. And the best way it works is by having them all in a single cluster(i.e. the same location). If they choose to have a single shard my bets is it would be on the East coast of the US. My pings dont get to bad when the trans Atlantic cable hasnt been cut and Hell, look at all the Chinese players that go through several proxies just to get on the US server and they dont seem to mind.
NewSith
2011-08-04, 02:17 PM
I vote 1 server at Antarctica, 1 in RSA and 1 server underwater in pacific ocean. This is win. 1 thing for sure - if this game is going to be F2P...
...(IT IS NOT, OTHERWISE I'LL EAT SOMEBODY'S BABIES)...
...then any letters other than latin should be prohibited on a EU server.
SKYeXile
2011-08-04, 06:11 PM
The only other game I know that uses a single shard server cluster is eve. And the best way it works is by having them all in a single cluster(i.e. the same location). If they choose to have a single shard my bets is it would be on the East coast of the US. My pings dont get to bad when the trans Atlantic cable hasnt been cut and Hell, look at all the Chinese players that go through several proxies just to get on the US server and they dont seem to mind.
they dont mind with CSHD, change the netcode and it could be unplayable with over 100ping.
SKYeXile
2011-08-04, 06:16 PM
Were you Aussies that common on Markov?
i can name afew off the top of my head.
Daredevil
pwnn00b
KICKSIS
Rav3n
brolli
0osh
Rol351
Hania
SyKO
Clev3r
TerminatorUK
2011-08-05, 03:42 AM
they dont mind with CSHD, change the netcode and it could be unplayable with over 100ping.
This is a good point regarding hit detection. The devs confirmed PS2 would be a mix of client & server side hit detection. Hopefully all projectiles/gunplay will remain CSHD with server side vehicle collision detection to stop random warping@mowing occuring. I think that would give the best of both worlds.
exLupo
2011-08-05, 04:14 AM
Single shard is super important for EVE's niche but I don't see the reality of transcontinental pings allowing it for a FPS. Maybe one per region (NA, EU, SE-Asia) but anything more would start to suck. I'm getting 200ms to Telstra and that's RDC to RDC so individual user issues would just add to the lag. I'll tolerate TF2 servers up to 100 but I filter over that because it gets less and less fun to play. That and you'd never be able to experiment with other empires.
So, what's that leave. 3NA, 3EU and 3SE-A if the game turns a profit?
Ant001
2011-08-05, 06:00 AM
If it's a single us server you will lose a lot of EU players and thats a fact.
Saying 100ms doesn't affect your gameplay is ridiculas. Ask any decent FPS player about playing with a high ping. It's just terrible. As for players using the Markov server at the moment , they complain all the time about minigun shooting around corners etc etc ..That my friend is ping related.
Please Bring back Werner and this time put it in london.
Theres a reason that most companies use data centers in London.
Trolltaxi
2011-08-05, 03:01 PM
Considering the amount of russian and chineese players a tadjik or dagestani server would be fair... :)
But to be serious the community needs an EU server (preferably on the continent ;) ) Playing with way higher ping than your U.S. opponents (and don't forget lover TTKs) is unfair.
Rbstr
2011-08-05, 04:39 PM
Saying 100ms doesn't affect your gameplay is ridiculas. Ask any decent FPS player about playing with a high ping. It's just terrible
And you're being ridiculous to assert it's terrible. Yeah, not optimal but it's very far removed from game breaking in the majority of titles out there these days.
MCG shooting around corners has more to do with the tick rate and extrapolation.
Anyway, I stand by as few servers as is necessary for a good experience.
There's very little reason that two continental US servers would be required, as an example, unless there's a population issue or SOE cheaps out on bandwidth.
RedKnights
2011-08-05, 04:45 PM
Higby hinted that initially there won't be that many continents, so there will have to be quite a few servers. However, after release and after more continents are added, fewer servers might be warranted as each server could accommodate more players.
But I'm with you--as few servers as possible, but still span the globe.
Keep in mind they've also said that the continents will support far more people, so few continents doesn't necessarily = lower overall capacity
SKYeXile
2011-08-05, 08:52 PM
MCG shooting around corners has more to do with the tick rate and extrapolation.
Negative, its a direct result of clinetside hit detection, you're getting hit around the corner on your screen, but to the other person whos shooting you you're still in sight on their screen.
warping is the result of extrapolation and tick rate.
Bravix
2011-08-06, 04:02 AM
This is a good point regarding hit detection. The devs confirmed PS2 would be a mix of client & server side hit detection. Hopefully all projectiles/gunplay will remain CSHD with server side vehicle collision detection to stop random warping@mowing occuring. I think that would give the best of both worlds.
No. No no no no no.
I'm tired of getting killed by the MCG after I've left his sight for an entire second.
exLupo
2011-08-06, 05:05 AM
I'm tired of getting killed by the MCG after I've left his sight for an entire second.
Or two.
Or three...
SKYeXile
2011-08-06, 08:06 AM
you idiots know that you kill people around corners(on their screen) all the time with any weapon right?
Rbstr
2011-08-06, 12:44 PM
Negative, its a direct result of clinetside hit detection, you're getting hit around the corner on your screen, but to the other person whos shooting you you're still in sight on their screen.
warping is the result of extrapolation and tick rate.
That's exactly the same thing but from a different perspective.
Extrapolation can also have you staying in one place when you've really started moving. Furthermore Extrapolation is part of the client side hit detection...how do you think it knows where to place the hitboxes for detection? The low tick rate is why you have extrapolation that goes so wrong.
WarChimp130
2011-08-06, 01:56 PM
1 Euro, 1 East Coast, 1 West Coast. Keep it simple IMO. It'll keep the servers full and the lag down.
SKYeXile
2011-08-06, 08:54 PM
That's exactly the same thing but from a different perspective.
Extrapolation can also have you staying in one place when you've really started moving. Furthermore Extrapolation is part of the client side hit detection...how do you think it knows where to place the hitboxes for detection? The low tick rate is why you have extrapolation that goes so wrong.
lol why try to argue when you're wrong, they could switch to using interpolation and up the tickrate to 1000, but if they still use the clientside to detect a hit, people are still going to die around corners because on somebody else's client you're still on their screen.
the only way to "fix" people dying around corners is to use a standard serverside hit detection model, with no lag compensation, each person would have to predict based off their ping where the target is on the server and shoot there, and as i said...with much over 100ping this would be unplayable.
Bravix
2011-08-06, 10:37 PM
you idiots know that you kill people around corners(on their screen) all the time with any weapon right?
But didn't you hear? The lasher lashes, I'm sure the lash killed them after they rounded the corner.
That's really tough to type without laughing.
And no, you don't have to call us idiots, dumbf*#$. The fact that we don't enjoy being killed after we should be safe doesn't make us idiots. I fully comprehend that the blade cuts both ways, which is even more reason why it shouldn't be clientside.
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