Tobold's Blog
Thursday, January 12, 2006
 
WoW server management

I couldn't play World of Warcraft yesterday, because most of the servers were down, and consequently the few servers that were up were overloaded. Runetotem and Bronzebeard were both down anyway.

The good news is that this downtime was done to reorganize the servers in the different datacenters, with the goal of improving performance. I don't know if the amount of data is growing with each patch, or if it was just more people playing, but performance on many of the older servers was bad in the last week, mainly noticeable in the city, mailbox, and auction house. By the way, you can reduce your personal WoW city lag by moving away from Orgrimmar and Ironforge into the other cities now. Since the 1.9.0 patch the other cities also have a linked auction house, but they are still a lot less populated, and thus less laggy. For the Horde I can recommend Thunderbluff, the AH, bank, and mailbox are very close together there.

Everybody whose server was down yesterday received 2 days of free WoW play, plus another 2 days if you had characters on one of the servers with performance problems. I don't know if the poor guys whose server was up but overloaded yesterday will receive any compensation.

Now of course performance problems are annoying, and a day of server downtime is even more so. Nevertheless getting hardware sorted out just one week after the patch causing the performance problems is remarkably fast. While some people will still be complaining, I find that fast reaction plus compensation is all that you can ask for in cases like these.

Where Blizzard scores less well is in having chosen such an antiquated design of unflexible servers with a limited number of players on each in the first place. It doesn't take much of a crystal ball to foresee massive problems when the Burning Crusade expansion comes out: Every server has lots of inactive players by now, and if many of them resubscribe for the expansion, the servers will be overloaded. On the other hand, if you don't allow new players to create characters on older servers, during times of low interest the server is underpopulated, and it gets hard to get other players together for groups, raids, or battlegrounds.

The fixed server model is as old as Everquest or Ultima Online. And if you think it works badly when the number of players is growing, you should see it fail completely when the number of players is shrinking. It is easier to open new servers than to combine old ones. At least Everquest offered the possibility to change server for a fee. Blizzard has a much more restrictive server move policy, where you can only move from one specific overloaded server to one specific less crowded one, and that only during a very short time. I do *not* recommend that for anyone active in a guild, because the system practically guarantees that half the guild will be left behind on the old server while the other half moves.

It is too late to do major changes to the server architecture of World of Warcraft. But a system where you could on your account management page move your character from one server to another, losing everything except soulbound items, for a fee of $10 or so, would be a big improvement over the current situation. As you could neither take money nor items you could sell, that wouldn't do any harm to the economy of the server you move to. And the cost and loss of virtual stuff would prevent people from using it except when really necessary.

For the Burning Crusade expansion release, I'd recommend to Blizzard to improve the hardware as much as possible, so the servers will be able to withstand the rush of renewed interest. But I don't even know how they will manage to get the expansion into the hands of 5+ million customers at the same time. I still hope for some download option, but even that would be problematic, with so many people wanting to download it at the same time.
Comments:
did u anticipate in the same crystal ball about the 5million subscribers??? not that they don't made/make mistakes, however 5million gamers for an mmorpg is still a lot, even for korean-standards :)

i do hope they "know" now tho...
i can see those VU-dudes happily waking up again every single day.
 
Can you imagine? EVE-Online has a single shard for all of its playerbase... and no istances too!
And its server can hold.. how much, probably around 8 times the maximum players a WoW server can host

OGRank Article give it a look
 
Well, EVE has 60,000 subscribers, and 22,000 peak concurrent users. A single server holding the 5 million WoW subscribers with over a million peak concurrent users would be a lot harder.

And then I wonder in how much the geography plays a role. EVE doesn't have an "Ironforge" or "Orgrimmar" central city location where people gather. The players are distributed much more evenly over a larger amount of space.
 
Nobody is going to pay for a server transfer if they come over without gold and items.
It will need to be all inclusive. Yes, there are economic impacts with this, which is why Blizzard probably hasn't yet offered this service.

One thing I do want to say, Blizzard's communication to the players is HORRIBLE.
I remember playing DaoC and thining that their communication sucked.
However in retrospect DaoC had AMAZING communication comapred to Blizzard.

Anyways, back to grinding (whether it be alt leveling, PvP grinding, reputation grinding or raid grinding). Grinding is all that's left when you've experience all the existing content (tried each class up to level 20, been to every dungeon and area in the game, raised all professions to 300, and did almost all quests at least once).
 
Actually EVE-Online does have a central solar system (like a city) where people gather. It's called Jita. The biggest peak I saw was 33,000 people online simultaneously. However, I'm sure that's nothing compared to WoW peak connections. Each node in the EVE server contains a limited number of solar systems which it controls. And sometimes these nodes do crash... however their loads are almost instantly transferred to neighboring nodes. If you ask me, it's a much better system that WoW uses.

It all comes down to throughput. Building a supercomputer capable of serving isn't the problem, it's keeping the datapipes open into the datacenter that's the biggest hurdle for a centralized MMOPRG system.
 
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