Ultima Online. Daily Downtime. No Voice Communication. Changed the Sharding
system at least 4 times in the beta...Rule changes with every patch...
That was the wild west...  I killed Lord British, Rendered my self
invulnerable to death by everything but being "buffed" by having Negative
Hitpoints. And had a pet Chicken that could Solo a Dragon. It was a good
day.


-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Jeff Schnitzer
Sent: Wednesday, December 21, 2011 11:17 PM
To: [email protected]
Subject: Re: [google-appengine] Re: GAE for a web based MMORPG

...and don't forget that until you can expect 6months+ of uptime from a
backend, they are a non-starter for any kind of MMORPG.  Users
*hate* getting bounced from a game.  It's not just "oh I have to log in
again" - it's "oh I have to wander aimlessly through the maze to find the
freaking exit for fifteen minutes - AGAIN".  It may take 15 minutes just to
get your party together in the same place, equipped with all the right
weapons, all the right spells active, etc...

Persistent world games are hard.

Jeff

On Wed, Dec 21, 2011 at 10:38 PM, Brandon Wirtz <[email protected]> wrote:
> You have to calculate the actions of all things in the shard.   If 
> that is
> 100 players, 50 MOBs and 10 NPCs with Trade, Combat and Item creation, 
> that is a LOT of CPU.
>
> If you shrink the shard, then you have less going on.
>
> In some games they do things like the user can only see so far so you 
> have hexagons and each Hex is a "shard" and the user pings all the 
> "shards" that it can see.
>
> Some games have Object lists and you get updates from all the objects 
> (kind of like twitter, who am I subbed to at the moment)
>
> There are lots of ways to do this, and you have to weight CPU, 
> bandwidth, Latency, and a number of factors.
>
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Gerald Tan
> Sent: Wednesday, December 21, 2011 8:51 PM
> To: [email protected]
> Subject: Re: [google-appengine] Re: GAE for a web based MMORPG
>
> So, why wouldn't one backend = one shard work?
>
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