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Gatedeath
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Posted - 2007.07.31 00:19:00 -
[1]
Just one basic question. If you had to give us a number of how many people your servers can support in a single system duking it out?
Im curious as to what CCP says would be the top number of people in one system engaging before it becomes to much for the server.
100 on 100?
200 on 200?
What?
I doubt youll naswer this, but here is hoping.
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Blane Xero
Amarr The Firestorm Elite
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Posted - 2007.07.31 00:27:00 -
[2]
2 people 
sorry this is my sarcastic day, i think about 150 people in a system before the hamsters start strikes.
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Tarminic
Black Flame Industries
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Posted - 2007.07.31 00:29:00 -
[3]
Well, I think that depends on what you mean by "support." A single node can support at least 700 people firing on each other before it actually crashes, but I don't think most involved would enjoy the battle. If by support you mean how many people could comfortably battle, without any notable lag, I'd say between 100 and 300, depending on extraneous conditions. ------------ ULTIMATE LAG SOLUTION | Forum Whiners - Unite! |

Mari Onette
Amarr
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Posted - 2007.07.31 00:46:00 -
[4]
Edited by: Mari Onette on 31/07/2007 00:47:20 For full on PVP, the number I've heard seems to be around 300 people, depending on the current status of desync/lag causing bugs.
CCP will neither confirm nor deny this, because if they released the number of users a node could support without crashing, people (probably goonfleet just because of their numbers and ability to mobilize hundreds of players at a moments notice) would start crashing nodes as a method of influencing the outcome of large fleet battles. ------ I am in blood! Stepp'd in so far that, should I wade no more, it would be as tedious as going over. -MacBeth |

Lowanaera
Amarr Paladin Imperium Curatores Veritatis Alliance
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Posted - 2007.07.31 01:17:00 -
[5]
Not all nodes are created or balanced equally. 0.0 system #1 may just have mostly empty 0.0 systems #2-5 on the same node, while 0.0 system #6 may have Rens.
With just 300 in Local, a 30v30 engagement in Amarr at a belt or gate is enough to bring the entire system to its knees, and a 100v100 engagement in one of our outpost systems with 300 in Local desynced and crashed half our fleet (and this was before the current desync bug), while a 150v150 engagement in an enemy outpost system we were sieging created quite a bit of module lag but it was still playable.
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