Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
that is one of the few things I wont blame any dev (especially smaller studios) for
"We’ve scale tested for months with third parties, consultants, the help of infra providers, and our own backend team. We have the ability to scale servers quickly, have reserved a large amount of bare metal machines, and do not have a maximum spend for cloud overflow- it’s all elastic. From the extensive testing we’ve done, unless we do have a really crazy turnout, we should be stable."
It's just not only about the servers. Scaling up a system is just as much about the software involved in the service as it is about the servers hardware/instances.
Having a real player stress-test for your software will quickly reveal any weak points/bottlenecks in your software. Which you're then able correct before release. Because firing up new server instances is very quick in today's world of cloud computing. It's the software changes and/or rewrite that takes a lot of time. Depending on the severity of the weak point/bottleneck.
feel better now after writing that essay likely at your desk in your underwear, neck unshaven and surrounded by empty Pepsi 2 liters and crumbled up fun sized Cheetos wrappers?
Yep!
Cool, can you then please provide me a list of popular online-only (no dedicated servers or anything that splits the workload up to anything else than per region, e.g EU, USA, Asia) that launched with a large user-base from day one? Oh and the service can ofc not be using peer-2-peer connections either. I'll wait :)
As others have pointed out, there were issues with the game's servers in EA as well. I had issues loading new zones in EA. And it was not fixed in EA despite many people reporting it.
Also, for the people that keep harping about the hardware side, that was not and is not the issue. The guy in charge outright said it. Either in the discord or on Reddit. The problems they encountered were software related. Hardware was not and is not an issue, at least not as far as the launch was/is concerned. They have hardware that on paper should be able to handle anything they needed. That wasn't an issue and it should be put to rest. They might not be AAA but they had enough money to make sure that they were set hardware wise
Using another's lousy launch to justify another is lazy. The fact that we have to accept that game launches being like this is the norm or acceptable is staggering. Gaming gone down the drain