Question regarding game stability

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Rikkarth
 
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Joined: 01 Oct 2014, 19:11
Location: Portugal / O'Porto

Question regarding game stability

Post by Rikkarth » 26 Sep 2018, 22:53

@Administrators,

Been playing this game since the start, still here - and now with yet another question.

Context:
We've heard Bobik say multiple times in previous A.M.A.s that there will always be technological limitations to LIF, its engine, architecture and its servers, which is only fair - after all, every game as limitations.

It was also stated that this Devolopment Team is often debating to whether implement or not an hard-cap on server nodes, we also know that there's an heavy inclination on not hard-capping the servers because it would break some fundamental values in the concept of this game.

The question:
What is the ultimate but realistic expectation towards gameplay stability in LIF when it comes to open world? How far are we from achieving that goal (if measurable)?

Will the concept of server nodes and/or servers (Avalon, Epleland, Skujltland, etc..) change if the goal is achieved? How?




Thanks in advance for your time and avaliability,


Sunleader
 
Posts: 180
Joined: 04 Dec 2017, 08:23

Re: Question regarding game stability

Post by Sunleader » 27 Sep 2018, 04:07

Rikkarth wrote:@Administrators,

Been playing this game since the start, still here - and now with yet another question.

Context:
We've heard Bobik say multiple times in previous A.M.A.s that there will always be technological limitations to LIF, its engine, architecture and its servers, which is only fair - after all, every game as limitations.

It was also stated that this Devolopment Team is often debating to whether implement or not an hard-cap on server nodes, we also know that there's an heavy inclination on not hard-capping the servers because it would break some fundamental values in the concept of this game.

The question:
What is the ultimate but realistic expectation towards gameplay stability in LIF when it comes to open world? How far are we from achieving that goal (if measurable)?

Will the concept of server nodes and/or servers (Avalon, Epleland, Skujltland, etc..) change if the goal is achieved? How?




Thanks in advance for your time and avaliability,



I think Bobik more or less answered that in the Stream.

Currently the Server Nodes work till about 200 Players.
And even if they increased Servers to something insanely Expensive they could at best hope for 400 Players.

Which means that its unlikely to come beyond that per Server Tile without Restrictions.


The Idea on the Devs thus seems to be (from what they said so far) that Bigger Battles will be Instanced on Seperate Smaller Servers which do not care about anything else in the World and thus can handle way more Players at once.

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Arrakis
 
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Joined: 25 Oct 2013, 14:11
Location: Space

Re: Question regarding game stability

Post by Arrakis » 27 Sep 2018, 15:18

We can only say that we are constantly working on improving server stability and capacity. Currently, a single server node can hold nearly 300 players, although with some visible lags. This is something that we are still happy about because not long ago it was not possible for servers to hold such amount of players at the same time. Our main goal is to make servers work smoothly even with high amount of players fighting together in the single server node, so we will just keep pushing. Can't say anything more than that at the moment.

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