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 Post subject: Server crowdness
PostPosted: Sat Feb 07, 2009 10:58 pm 
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I was just thinking, and might be wrong about this, but maybe if Joymax changed their server model we'd get a better experience?

The current model says we got 36 servers, each serves 3,500 players at once - showing them a map populated by people registered on this server. This means that a level 10 grinding on Tigers, a level 90 killing rocky in a party and a staller in Hotan all take an equal part of the same bandwidth.

The model I suggest is dividing different parts of the map into different servers and joining up a few different servers (in the current model) to the same. Now, obviously, Hotan will be a "server" containing 10,000+ users with a fast line while other places, such as Rok Mountain as a whole, can be a smaller server with 500 users. Using a smaller amount of cheap servers and one big server will give better results to all and join up parts of the community.
The ones in Hotan will enjoy a better line and gain less lag. The ones grinding will be in small lag-less servers.

The down side for this is that we'll need to have "Loading" screens between changing areas. But since that happens anyways (Ferries/Towns), add a little server-connection switch and we'll have it all done and working great.

As a side note, if they introduce an offline auction-house of sort, letting people register/un-register items at will without stand-stalling we'll be getting rid of the large numbers in Hotan. They can even milk money with this, letting Premium users manage their auctions and buy stuff through a web-based panel without even logging into the game.

Just my take on their servers :)

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 Post subject: Re: Server crowdness
PostPosted: Sat Feb 07, 2009 11:27 pm 
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It would be miracle if Joymax ever cared to listen to what we say. Honestly, the only way to have a better gaming experience on SRO is to just play our part as legits.

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 Post subject: Re: Server crowdness
PostPosted: Sat Feb 07, 2009 11:28 pm 
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Oh, that's great, all it would require would be a complete overhaul of their server's codes!

You pay for it and they'll do it.

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 Post subject: Re: Server crowdness
PostPosted: Sat Feb 07, 2009 11:36 pm 
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if there are too many people in one area ... the ones trying to teleport there
either they will dc or the server will crash after some time
and bots were not included in the idea lol, joymax neither..

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 Post subject: Re: Server crowdness
PostPosted: Sat Feb 07, 2009 11:47 pm 
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Joymax would never do a thing about server traffic . They want you to buy their premium :banghead: . Greedy koreans . what if i'm a capped player , do i have to buy premium just to log in ! :banghead: .

For once guys i want us to stand as a one & stop buying silk for like a month & let's show them who's the boss .

Do You have the will to stop your online gaming addiction for 1 month ?

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 Post subject: Re: Server crowdness
PostPosted: Sat Feb 07, 2009 11:58 pm 
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EastWind wrote:
I was just thinking, and might be wrong about this, but maybe if Joymax changed their server model we'd get a better experience?

The current model says we got 36 servers, each serves 3,500 players at once - showing them a map populated by people registered on this server. This means that a level 10 grinding on Tigers, a level 90 killing rocky in a party and a staller in Hotan all take an equal part of the same bandwidth.

The model I suggest is dividing different parts of the map into different servers and joining up a few different servers (in the current model) to the same. Now, obviously, Hotan will be a "server" containing 10,000+ users with a fast line while other places, such as Rok Mountain as a whole, can be a smaller server with 500 users. Using a smaller amount of cheap servers and one big server will give better results to all and join up parts of the community.
The ones in Hotan will enjoy a better line and gain less lag. The ones grinding will be in small lag-less servers.

The down side for this is that we'll need to have "Loading" screens between changing areas. But since that happens anyways (Ferries/Towns), add a little server-connection switch and we'll have it all done and working great.

As a side note, if they introduce an offline auction-house of sort, letting people register/un-register items at will without stand-stalling we'll be getting rid of the large numbers in Hotan. They can even milk money with this, letting Premium users manage their auctions and buy stuff through a web-based panel without even logging into the game.

Just my take on their servers :)



That runs into a lot of issues. During peak hours you want to get from DW to Samerkand. You tele to hotan. The load screen would not merely be a connection to server deal, but would be like logging in. You would just get put in line. Then teling to samerkand, you get to wait in line again.

Your trading in a pt with 2 traders and 6 hunters. You cross the ferry, but think of the damage that could be done with it. If the 2 traders get to the other side first, then they will get destroyed by NPCs.

Or, you want to grind. You enter takla only to find that there is quite the line. You don't want to wait, you want to get your GT Done.

Also, ontop of losing the exp for dying you now get to wait in line to get Hotan, then wait in line to get to your grinding area. If you were going to rok mtn, this could be Hotan->karo->Rock Mtn.....Do not want.

I like the idea in theory though. They would have to make certain areas have gates though. Think how far you can get on the DW landmass.


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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 12:05 am 
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The idea isn't perfect. Addressing the issue of DCing in Hotan, they could just add a little area where you teleport to that isn't the city itself. From there you get into the city itself if there's room or continue out or teleport again if there isn't.

I know they don't do anything. I am just throwing ideas of stuff I think about. As a coder myself, these stuff I work with every day :p
But, I disagree that they don't care. They try to fix it but they don't want to ban the bots. Logically, it's stupid to do so. They'd ban people who pay, or might in the future, just because they don't play by the rules. If they were ran by ethics, they'd be out of business by now.
Giving them ideas that will not hurt the botting community yet make the legit one happy is win-win for them. Other than requiring a little coding (not a full overhaul of the server code as stated), there's no reason not to go for it.

Oh well..

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 12:19 am 
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EastWind wrote:
The idea isn't perfect. Addressing the issue of DCing in Hotan, they could just add a little area where you teleport to that isn't the city itself. From there you get into the city itself if there's room or continue out or teleport again if there isn't.

I know they don't do anything. I am just throwing ideas of stuff I think about. As a coder myself, these stuff I work with every day :p
But, I disagree that they don't care. They try to fix it but they don't want to ban the bots. Logically, it's stupid to do so. They'd ban people who pay, or might in the future, just because they don't play by the rules. If they were ran by ethics, they'd be out of business by now.
Giving them ideas that will not hurt the botting community yet make the legit one happy is win-win for them. Other than requiring a little coding (not a full overhaul of the server code as stated), there's no reason not to go for it.

Oh well..


Then you must be at an Associate or a simple Entrance level in your career to suggest your kind of Idea...

The best approach would be to put users in line, where the relay for reconnecting is sent whenever a user logs off and the longest q'd user gets the spot.

Now, as for server fullness in general? Maybe a multi-channel deal like Guild Wars? Each server has multiple channels, with a capacity of their own~ now, since some will obviously be full during some hours, others empty, the line-query model for logging in would redirect users from full channels to emptier ones and instead of being used for logging in, would be used from going to channel to channel. Each channel could have the capacity of a SRO server, and with 4-6 per "Server", the motivation to stay on one server and participate in a much larger community will be huge, since now with so many servers, its easy to see ALOT of the older servers simply dieing out.

At the moment, when the server is full or all the slots are occupied, the system terminates your connection by default, from the looks of it.

God, what moron came up with this system should be shot in the face. *Whistles for Dick Cheney*

Now, I'm pursuing my Bachelors in Computer Sciences and have completed my Associates in Network Services and Engineering, but without the specs on their servers or game codes/databases, or how their information is relayed, processed, etc.. It's sort of useless to even speculate "what could be done".

God, I wish joymax would hire people. This game has potential..

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 12:22 am 
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Ash wrote:
Joymax would never do a thing about server traffic . They want you to buy their premium :banghead: . Greedy koreans . what if i'm a capped player , do i have to buy premium just to log in ! :banghead: .

For once guys i want us to stand as a one & stop buying silk for like a month & let's show them who's the boss .

Do You have the will to stop your online gaming addiction for 1 month ?


Quitting on Silk should never mean you should stop gaming. Ever.

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 12:24 am 
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EastWind wrote:
The idea isn't perfect. Addressing the issue of DCing in Hotan, they could just add a little area where you teleport to that isn't the city itself. From there you get into the city itself if there's room or continue out or teleport again if there isn't.

I know they don't do anything. I am just throwing ideas of stuff I think about. As a coder myself, these stuff I work with every day :p
But, I disagree that they don't care. They try to fix it but they don't want to ban the bots. Logically, it's stupid to do so. They'd ban people who pay, or might in the future, just because they don't play by the rules. If they were ran by ethics, they'd be out of business by now.
Giving them ideas that will not hurt the botting community yet make the legit one happy is win-win for them. Other than requiring a little coding (not a full overhaul of the server code as stated), there's no reason not to go for it.

Oh well..



They could add a ton of destinations so that there would be 1 for each region (mini-server) so you don't have to wait in line to wait in line to grind. Though, that would screw with unique hunting.

A room thing would be cool though. If they implemented an auction house, you could have that as an NPC there. Hell, they could add a blacksmith/Potion shop/Stable too, and just cut out the need for Hotan, meaning less DC in hotan. To get quests you would still need to go to hotan though.

A terribly bland minicity (Have a ton of them, and a new type of return that takes you to a random one) that would hold like 50 people, and kick you out to wait in the Hotan line if you were in there for more than 10 minutes.

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Joymax would never do a thing about server traffic . They want you to buy their premium :banghead: . Greedy koreans . what if i'm a capped player , do i have to buy premium just to log in ! :banghead: .

For once guys i want us to stand as a one & stop buying silk for like a month & let's show them who's the boss .

Do You have the will to stop your online gaming addiction for 1 month ?


THEY WANT YOU TO PAY THEM FOR THEIR GAME?????!?!?!!?!?!??!ONE?!??!?!?!?!?!? NO WAI!


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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 12:26 am 
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I know right, evil bastards need income to host their servers and pay their few employees.

Damn them!

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 12:32 am 
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It's a free game. If you hate the server traffic, quit. If you think its worth 16 bucks a month to continue to play, then shell out the money.

I gave you nothing, (Cept my super awesome poasts, also the stuff in my sig) and you don't call me greedy. They give you a free game and allow those that pay to have various advantages over those that don't.


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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 8:42 am 
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the game 9 Dragons also has this kind of teleporting system,
except it is only on 1 server at a time.

but its another game, sro is its own caliber

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 12:09 pm 
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Joymax: "Ok, sure, I'll just go do it now... NOT"


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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 1:02 pm 
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all i heard was a bunch of selfish kids who said " as long as i can pay to log in screw everyone else"

i know 16$ ain't too much for you kidos since your daddy pay for it anyway . you'll understand when you move your butts away from the computer & work .

& btw i'm a paying customer ffs . all i want is to enjoy the game & the items i have paid for w/o buying the stupid premuim . is that too much to ask ??

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 1:04 pm 
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OR they could start IP bans... i know when GNGCW or w/e comes around they clean out the servers, if they had them or started them then the servers would be saved... its not hard if they get a team of GM's

also, IP banning one goldbot would infact ban about 5/6 maybe more because there all running the same IP right? :P

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 6:18 pm 
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If they would implement a QUE log in system, I would be ok with that. Will never happen but one can wish.


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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 9:34 pm 
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I heard Silkroad II was going to be released as P2P in order to wipe out bots.

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 9:40 pm 
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Teleport ie changing server is not as simple as copy/paste data in seconds lol

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 Post subject: Re: Server crowdness
PostPosted: Sun Feb 08, 2009 9:55 pm 
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thoughta bout this along time ago, and would be a good idea though they'd still want to divide different servers and the of them the players wouldn't know the workload was split, but doing so means the game wouldn't be a seamless world, meaning such as there would be loading screens when you walked into town or left, would eliminate safe zoning though

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 Post subject: Re: Server crowdness
PostPosted: Mon Feb 09, 2009 7:04 am 
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make a botter detection


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 Post subject: Re: Server crowdness
PostPosted: Mon Feb 09, 2009 11:04 am 
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hmm cant they do it like 1 server per landmass(roc mountain has its own server) and each landmass has lets say 3 channels.

also put in the different npc's to sell diff types of items(like in dofus) in each town and get rid of stalls altogether

and a little more effort on bots would also help

i know im dreaming but if they stopped putting in new servers and did something like this we could have a more active ingame community.

what do you guys think?

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 Post subject: Re: Server crowdness
PostPosted: Mon Feb 09, 2009 11:08 am 
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this is old news that there is server traffic there has even been server traffic when the max gap was 50 still .... its not gonna chance and it never will


topics like these are kinda useless since no one who can chance it will read it :D go complain on sro offical forum imo it might chance something :D

and at ure idea i think its great but its never gonna happen
but i think channels would work better then this idea

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