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Cryptic has a BIG problem when nothing has worked for several days now.
I think Cryptic has been cutting back on their spending and thus maintenance and upkeep and so on. And now here we are.
The big difference with this particular ongoing failure is we have not been told anything at all officially what specifically is the problem. So it must be a sort of Existential problem that potentially threatens the entire STO as a continuing situation.
The constant instability is likely to drive the developers to shut down the game for a few days at some point so they can work on the servers to understand the problem and put something in place to improve the overall stability and then bring the servers back up. They sure can't let it keep going the way it is, what happens if it crashes again and can't returned operating state because it's just too far gone? They can't run that risk, it would be beyond stupid at the worst end of it to let it happen.
Hopefully the developers have an idea of the issue before they pull it down one day and have compensation in place in place in advance along with a blog about the problems facing the service and the need to do something about it. 1-3 days to sorting out the server in detail is preferable to a terminal crash leading to a loss of a lot of data and a lot of angry users.
the game is heavily reliant on databases to operate correctly. there could be millions up on millions running at any one time for thousands of users at any one time. then there are the users inputting into the game and it takes time to reach the server and return the inputting as succesful, as in character moved from point a to point b. then there are users changing their gear.
But the biggest of the lot would be combat both on ground and in space. the more of that there is the more the servers are tasked to making sure the inputting is received by the service and then distributed to the other users correctly, the powers used, the weapons fired, the calculations the server goes through to keep up and return something that looks like your shields have been hit by 15% and your enemy ship has taken 8% hull damage and so forth. the warzones and battlezones are where the worst of it takes place.
Some of my online multiplayer games have been disposing of little data points that is presented to you in real time during combat that provides you with a overall understanding. However having 32, 64 or even 128 people consuming the server and bandwitdth probably accumulate costs.
This game does not seem to have a limit. I remember when they gave out the Sally Ride Card Ship I counted a thousand warping into a particular sector in about a hour after it went live to collect it.
At some point with between 1500 and 2000 people in game, some paying cash there is a net loss in money and thats that for the game product. It will be cut loose at that point.
I see it as over 10 years and counting, pretty epic in terms of online play.
We have had trouble in the data center years ago when one computer box will hold four online games and serve all of them at once on a limited connection. Terabyte fiber would not be enough to support several hundred players on one box at once.
In our College years ago when they put in pure raw fiber straight to the backbone for the entire campus on one particular room full of equiptment to support about 10,000 campus computers or so give or take a few hundred... the costs the State was paying was in the realm of 1000 dollars every so much time. And most of the computers were rationed on what they could draw in real time.
We had in those days a oppertunity to put a laptop containing a game diretly into that panel and enjoy light speed gaming for a few minutes. It was beautiful then they threw us out. Shoo. So heaven lost.
And that would be to host the server(s) on scalable (and possible multiply distributable) cloud infrastructure like AWS for example.