134194-carbine-not-really-using-megaserver-technology

== Content ==
			That post more seem like Cougar is saying it's not the same as the guild wars 2 megaserver, just using the same title. 	
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So someone in game yesterday told me in fact they are not using actual megaserver technology they just used the term for their server merges.  I was a bit skeptical but that person said it was posted on reddit by a Carbine Dev.  
 
So after some searching I did in fact find the comment by CRB_Cougar stating that in fact they are just using the name...not sure if that has changed but if it has not t hen shame on Carbine for making us think you actually were using this tech.
 
So I am confused are they using this tech? or just using a part of it?......who knows and why then label it that if in fact it is not the same tech as say Guild War 2 used as a lot would assume with that name it would be.
 
I just want this lag to go away so I can actually play and for every day I cannot I expect some compensation for my premium days wasted.
 
Love Carbine team just need come clarification please.
 
Here is the link to the post by Crb_Cougar....
 
 
https://www.reddit.com/r/WildStar/comments/2fa201/megaservers_are_coming_to_wildstar/ck7cfhb?context=10000
 
 
What do you think?
			
				
	Edited September 30, 2015 by Talrune urncaller	
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This...
 
I don't even...
 
Wot	
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*sigh*
 
Wow. That is ... pretty special, right there.	
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			Yeah its all a bit confusing lol if you ask me.  Not sure what to believe at this point with all this lag and other issues...and folks saying wait for people to leave before it gets better to me is not a solution.	
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Define "actual megaserver technology".
 
I think they probably did changed their technology when the servers merged. Who knows what they actually changed.	
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Yeah its all a bit confusing lol if you ask me.  Not sure what to believe at this point with all this lag and other issues...and folks saying wait for people to leave before it gets better to me is not a solution.
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			Oh, god... They broken my heart.	
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			What a farce.	
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You people are so bad at reading comprehension.
 
 
 
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Just to be nitpicky, Carbine's new "Megaservers" don't have the slightest relation to ArenaNet's "Megaserver" technology, and personally I'm rather annoyed they're hijacking the term.
Carbine might be beefing up their tech to support bigger pops, but all they're doing is server mergers and being slightly misleading about it.
 
[–]CRB_Cougar 17 points1 year ago  
I actually asked about that specifically internally. The label just sort of caught on internally, and I wanted to make sure that we were okay with the label before we went public with it.
Everyone was okay with it.
But yes, the only similarity with GW2's tech and ours is the name :) It is pretty generic of a name though, you must admit! (TESO uses it too)
 
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You people are so bad at reading comprehension.
 
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Your interpretation of the quote makes just as much of an assumption about the wording as ours does.
 
Only ours seems to make more sense given the current state of the game and the inability to solve any of the issues after several hotfixes.	
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You people are so bad at reading comprehension.
 
Cougar is saying that WILDSTAR DOES NOT USE THE SAME SERVER AS GUILD WARS 2.
 
Cougar is NOT SAYING THAT WILDSTAR DOES NOT USE A "MEGASERVER".
 
Just because something is called the same thing does not mean it's the same thing. Carbine has their OWN Megaserver Tech, they do not borrow GW2's Megaserver Tech. CRB did not lie to you. They are using Megaservers. The ONLY thing Cougar is saying here is that they didn't just rip off and steal Guild Wars 2's server tech, they made their own instead.
 
/endrant.
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			Wow.... guess some of the players were correct.	
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			Lol if anyone actually believes they use megaservers. They knew they could fit the tiny population of the game onto 2 normal servers and did, and now it's biting them in the ass.	
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I think you're just being more optimistic than I can bring myself to be about the lag.
 
I don't care about the queue, I've been getting in pretty quickly since I have signature service. Longest I waited was five minutes.
 
It's the complete inability to play or get through the log-in process or make a character that's giving my people grief, not the queues.
 
And honestly, man ... I always want to believe the best in people, but you can not deny that Wildstar was in a bad, bad place when the mega-merge happened. It was the games darkest hour. It would disappoint me, but not shock me, that the "mega" merge was just simply a "server merge" with no new technology added, just to mollify the noise the community was making at the time.
 
Again, I don't want to believe it, but given what I saw yesterday and what others continue to experience today - coupled with almost complete silence from the team today - I dunno,man. I just don't know what to believe.	
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Actually, Sez, I read it a couple of times and the question was pretty specifically about the TECHNOLOGY. It wasn't about the naming convention or being shared servers with another game.
 
I am feeling pretty confident that I read it correctly, as are others.
 
Now, whether or not that's what she MEANT, I can't say - but I am confident we are reading what she said correctly.
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Clearly, based on the quote, they were implementing some kind of change to allow more players to play together on a single "server". If there wasn't a change in technology, the quote doesn't make sense as there wouldn't be anything to label.
 
So OP saying it was just a term they applied to server merges is not a reasonable interpretation of this quote.
 
And the "evidence" we see is that yes, they did implement some kind of tech change. Because the idea that all Carbine did was merge servers, then proceeded to do all the work to move to F2P, and not offer multiple servers at launch, is silly. Obviously there was a technology change. And obviously they called it "megaserver". It's completely fair, and Carbine seems to be transparent about this.
 
"Megaserver" tech isn't going to make queues go away. There's always going to be a limit of what can be handled. But we can assume that the servers today can handle way more people than the servers at launch.
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			Yes I could care less about the que's as well.  It is the unplayable lag that is in the game it is not fun in any shape or form and as I said I am not paying more any premium after my current time runs out until this is fixed...(which current players with premium time should be compensated once this mess is fixed.)	
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Lets play spot the folks who have exactly ZERO knowledge of network infrastructure or computer science.
 
Can you find them? 
 
An MMO megaserver is a server system where the entirety of the game is housed in one system with multiple shards (aka instances) rather than split into multiple seperate "server entities" of singular instances.
 
 
 
Let's use FFXI as an Example, because I'll always have a softspot for my old Taru RDM. Right now these are the original servers still active:
 
Bahamut, Phoenix, Shiva, Carbuncle, Fenrir, Sylph, Valefor, Levithan, Quetzaquotal, Odin, Siren, & Ragnarok.
 
What makes these servers? In each case, these are unique and discrete iterations of the game FFXI. All players on Bahamut persist in the same world at the same time all the time. A world that is wholly separate and never connected to Shiva. If all the players on Bahamut decided to go to the city of Juno, every character on that server would appear in the same city until the zone couldn't handle the population and either denied entry to the zone or crashed. 
 
 
Now, lets say Square-Enix decides to replace those servers with a megaserver, Zidane.  How could they do that? One way would be to dynamically link all the individual servers into a server array. Then as players log into the megaserver Zidane, rather then be split onto completely unique and wholly seperate servers, they load into the same world together. As more players log in, instead of crash, a new shard (aka. Instance) is made and subsequent players fill that shard until the same thing happens (it starts to reach capacity and another shard is created). On Zidane, if every player wanted to visit the city of Juno at the same time, rather than crash the zone, there would simply be a new shard made each time the zone population gets high. These shards however, unlike "servers" are easily swapped into and out of by characters, meaning you can easily play with anyone in the game regardless of instance by simply hopping shards. This is done at the hardware level for a "megaserver" by dynamically linking the actual physical servers so that once one gets to a certain fullness threshold, the next one in the array kicks on and holds the next set of shards, etc.
 
It's been suggested by a former Carbine dev that the current issues are probably tied to the automated process for threshold identification and shard production / distribution on the megaserver array. Stuff like that happens, it's a complex and dynamic set up.
 
*EDIT* it seems people genuinely don't understand this. In MMO's and any high power computing, there is no such thing as a "single box" server. All substantial servers are arrays of many systems connected together.... there is no "giant magical server box"... Though if you're willing to believe that there are such thing's, I've got an internet to sell you https://www.youtube.com/watch?v=iDbyYGrswtg
 
 
TLDR: YES W* has megaservers. No W* doesn't use the proprietary tech configuration owned by Arenanet.
			
				
	Edited September 30, 2015 by Nazryn	
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The reddit quote absolutely doesn't support the whole "there is no megaserver technology in place" thing, though. All cougar said is that Wildstar doesn't utilize the Arenanet Megaserver technology, which is pretty obvious from the get go... because Arenanets megaservers are based around the WvW PvP concept. Meaning that while there is a Megaserver in place, it's still split in lots of smaller realms, for the purpose of PvP.
Megaservers in Wildstars context are just "Servers with a higher capacity than normal servers", without the whole 'interlinked realms' part.	
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I think you're just being more optimistic than I can bring myself to be about the lag.
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{| class="blockquote"
Lets play spot the kids who have exactly ZERO knowledge of network infrastructure or computer science.
 
Can you find them? 
 
An MMO megaserver is a server system where the entirety of the game is housed in one system with multiple shards (aka instances) rather than split into multiple seperate "server entities" of singular instances.
 
 
 
Let's use FFXI as an Example, because I'll always have a softspot for my old Taru RDM. Right now these are the original servers still active:
 
Bahamut, Phoenix, Shiva, Carbuncle, Fenrir, Sylph, Valefor, Levithan, Quetzaquotal, Odin, Siren, & Ragnarok.
 
What makes these servers? In each case, these are unique and discrete iterations of the game FFXI. All players on Bahamut persist in the same world at the same time all the time. A world that is wholly separate and never connected to Shiva. If all the players on Bahamut decided to go to the city of Juno, every character on that server would appear in the same city until the zone couldn't handle the population and either denied entry to the zone or crashed. 
 
 
Now, lets say Square-Enix decides to replace those servers with a megaserver, Zidane.  How could they do that? One way would be to dynamically link all the individual servers into a server array. Then as players log into the megaserver Zidane, rather then be split onto completely unique and wholly seperate servers, they load into the same world together. As more players log in, instead of crash, a new shard (aka. Instance) is made and subsequent players fill that shard until the same thing happens (it starts to reach capacity and another shard is created). On Zidane, if every player wanted to visit the city of Juno at the same time, rather than crash the zone, there would simply be a new shard made each time the zone population gets high. These shards however, unlike "servers" are easily swapped into and out of by characters, meaning you can easily play with anyone in the game regardless of instance by simply hopping shards. This is done at the hardware level for a "megaserver" by dynamically linking the actual physical servers so that once one gets to a certain fullness threshold, the next one in the array kicks on and holds the next set of shards, etc.
 
It's been suggested by a former Carbine dev that the current issues are probably tied to the automated process for threshold identification and shard production / distribution on the megaserver array. Stuff like that happens, it's a complex and dynamic set up.
 
*EDIT* it seems people genuinely don't understand this. In MMO's and any high power computing, there is no such thing as a "single box" server. All substantial servers are arrays of many systems connected together.... there is no "giant magical server box"... Though if you're willing to believe that there are such thing's, I've got an internet to sell you https://www.youtube.com/watch?v=iDbyYGrswtg
 
 
TLDR: YES W* has megaservers. No W* doesn't use the proprietary tech configuration owned by Arenanet.
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Where are you seeing evidence of a megaserver outside of what they've told us? The pre-F2P population was probably small enough that it could have been run on a private server let alone a normal sized one.
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			Hurrah for the apologists and excuse-seekers.	
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Hurrah for the apologists and excuse-seekers.
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			He mentioned the fact that it's the same as ESO and we know ESO has megaservers, so I'm going to assume Carbine does too. I mean is there a reason why everybody is ignoring the second half of that quote?
			
				
	Edited September 30, 2015 by Leiloni	
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......and I'm having trouble understanding why people would read that and think it means that. 
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			There are no megaservers. The people defending this are the ones who were already subscribed anyway, haha.	
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I expect (now I could be wrong) that it has a lot to do with the incredibly poor performance that everyone is experiencing? People are understandably frustrated and casting about for answers or solutions as to why nothing has been done about it.
 
And no, server restarts don't count as "doing something" if the issue reappears within five minutes after coming back up.
 
It is a complete disaster at this point - and yeah, people are upset about it.
 
Now, I don't buy into the great conspiracy or the "WAAAAAAH THEY JUST DON'T CARE WAAAAAAAH" juvenile crap - but *something* is to blame and without ANY input from the studio, people are going to do what they always do when confronted with frustration and no solutions: they're going to find someone to blame.
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I expect (now I could be wrong) that it has a lot to do with the incredibly poor performance that everyone is experiencing? People are understandably frustrated and casting about for answers or solutions as to why nothing has been done about it.
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I agree Tex, but I would personally rather the devs and engineers focus on fixing the problems then comforting us that they're being fixed. Just my personal 2 cents though.
 
 
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			What megaservers? Its just a 4 normal servers across the world - a year ago all old players from dead servers were moved to 2 semi-dead PvP and 2 PvE servers. Yeah "megaservers"...	
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			Well...their microserver just went offline again (jabbit pve) :(	
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Ah, just saw this:
 
 
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Ah, just saw this: 
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We managed to track down what is specifically causing the issue. There are more issues but the major one is any time you are given loot/exp (By a mob or enemy player). The server is basically getting shredded by this happening in so many places at once. So if you're anywhere within that area or a similar instance you're very likely also going to get insane lag.
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I want this game to do well, I want to come back and give Carbine my money but seeing issue after issue for the entire life of this game has really put me off it, not gonna lie.
 
Something something fool me once.	
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Cougar is NOT SAYING THAT WILDSTAR DOES NOT USE A "MEGASERVER".
 
/endrant.
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			Some of you guys are trying way to hard to make your nothingburgers today.Here's the simple truth: Once the transition kinks were ironed out, performance was better on the megaserver than it had been on any of the individual servers. And I'll defy anyone that tries to say that it was because at that point we didn't have a single server's worth of people left because that's just ridiculous. To state or imply they never upgraded their tech is the worst sort of conspiracy bait. Can the upgraded tech they used handle the huge new influx for F2P? That is an entirely different question that hasn't been fully answered yet. The mistakes in the character creation system and the fact everyone is claiming, moving, and manipulating tons of converted gear and materials has thrown off results. Overall though I think the servers were performing pretty well all things considered.	
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 So, yeah, it looks like the lag issue *is* related to so many people being on at once, but not an indication that they aren't using "megaserver" tech. It appears to be at the database level, which suggests a problem with their implementation of "megaservers" rather than an absence of "megaservers".
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Ah, just saw this:
 
 
  
So, yeah, it looks like the lag issue *is* related to so many people being on at once, but not an indication that they aren't using "megaserver" tech. It appears to be at the database level, which suggests a problem with their implementation of "megaservers" rather than an absence of "megaservers".
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			Yeah I never said they were or they w ere not...I simply quoted what people were saying in game and then pulled the post to show....I just am waiting on the lag to go away.  Only takes a few people to take a post out of context and run with it and or take it completely off topic.	
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A knowledge of server technology is not needed to understand what Cougar said. He said they just call it a mega server. That means it really isn't.
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I don't know, database errors sound like something that'd easily be spotted during testing. Could be but to me it seems more likely the server that handles loot is being overloaded and slowing down the rest of the game. Reason for example why chat doesn't appear to be having any lag, despite getting lots of load also (because everyone is complaining about lag :P).
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A knowledge of server technology is not needed to understand what Cougar said. He said they just call it a mega server. That means it really isn't.
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			This launch is really giving me a headache. Probably because of the urge to slam my head face first into my keyboard whenever I read the threads popping up on this forum.	
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If you look at my next quote, you'll see they do know what's causing it, and it is database contention. It wasn't caught in testing because they didn't have this number of concurrent users trying to access a single resource. It's the kind of thing that is very difficult to load test, and also very difficult to fix quickly.
 
Chat isn't having lag because it wouldn't be accessing this database table.
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Actually you're just making things up now. That quote merely states that the server is getting shredded by the sheer volume of loot/xp being handed out. This does not necesarily imply a database bug, nor does it imply the loot server is overloaded though like I said I'm betting the latter.
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carbine uses left over cm-5 super computers from jurassic park
 
 
 
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			Well, a mega server is just a bunch of regular servers networked... sooooo	
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carbine uses left over cm-5 super computers from jurassic park
 
 	
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			Have any of you played Guild Wars 2? The megaserver technology they use creates various copies of the same map when a map gets too full in addition to holding more players. This is why what Wildstar & TESO use are not the same megaserver technology as GW2. Instead, the megaservers used by Wildstar & TESO are just servers networked together to hold a huge capacity of players. Different technologies, still a megaserver.
			
				
	Edited September 30, 2015 by Narcoleptic Turtle	
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{| class="blockquote"
Lets play spot the folks who have exactly ZERO knowledge of network infrastructure or computer science.
 
Can you find them? 
 
An MMO megaserver is a server system where the entirety of the game is housed in one system with multiple shards (aka instances) rather than split into multiple seperate "server entities" of singular instances.
 
 
 
Let's use FFXI as an Example, because I'll always have a softspot for my old Taru RDM. Right now these are the original servers still active:
 
Bahamut, Phoenix, Shiva, Carbuncle, Fenrir, Sylph, Valefor, Levithan, Quetzaquotal, Odin, Siren, & Ragnarok.
 
What makes these servers? In each case, these are unique and discrete iterations of the game FFXI. All players on Bahamut persist in the same world at the same time all the time. A world that is wholly separate and never connected to Shiva. If all the players on Bahamut decided to go to the city of Juno, every character on that server would appear in the same city until the zone couldn't handle the population and either denied entry to the zone or crashed. 
 
 
Now, lets say Square-Enix decides to replace those servers with a megaserver, Zidane.  How could they do that? One way would be to dynamically link all the individual servers into a server array. Then as players log into the megaserver Zidane, rather then be split onto completely unique and wholly seperate servers, they load into the same world together. As more players log in, instead of crash, a new shard (aka. Instance) is made and subsequent players fill that shard until the same thing happens (it starts to reach capacity and another shard is created). On Zidane, if every player wanted to visit the city of Juno at the same time, rather than crash the zone, there would simply be a new shard made each time the zone population gets high. These shards however, unlike "servers" are easily swapped into and out of by characters, meaning you can easily play with anyone in the game regardless of instance by simply hopping shards. This is done at the hardware level for a "megaserver" by dynamically linking the actual physical servers so that once one gets to a certain fullness threshold, the next one in the array kicks on and holds the next set of shards, etc.
 
It's been suggested by a former Carbine dev that the current issues are probably tied to the automated process for threshold identification and shard production / distribution on the megaserver array. Stuff like that happens, it's a complex and dynamic set up.
 
*EDIT* it seems people genuinely don't understand this. In MMO's and any high power computing, there is no such thing as a "single box" server. All substantial servers are arrays of many systems connected together.... there is no "giant magical server box"... Though if you're willing to believe that there are such thing's, I've got an internet to sell you https://www.youtube.com/watch?v=iDbyYGrswtg
 
 
TLDR: YES W* has megaservers. No W* doesn't use the proprietary tech configuration owned by Arenanet.
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			All this is good and well but all I want to know is what is causing the lag? If this was a mega server (ie it grows and shrinks with the population) it wouldn't lag right?	
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Couldnt give a crap what kind of server it is by name.
 
Will they refund me this months CREDD ? 
 
Ill take a month off sure... But pay me back that months sub please. 	
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			OMG @ first i read    Carbine Not Ready Using Megaserver Technology???  and i laughed till cry	
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All this is good and well but all I want to know is what is causing the lag? If this was a mega server (ie it grows and shrinks with the population) it wouldn't lag right?
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Show me proof other than the word of the devs in a rapidly sinking ship.
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Lol if anyone actually believes they use megaservers. They knew they could fit the tiny population of the game onto 2 normal servers and did, and now it's biting them in the ass.
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This launch is really giving me a headache. Probably because of the urge to slam my head face first into my keyboard whenever I read the threads popping up on this forum.
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I just assumed it just meant "server merge" except without appearing to admit it. Appearances are important.
 
For example, when Warhammer flopped, they refused to merge the servers because it would look bad. However, everyone on dead servers looked even worse.
 
When Wildstar flopped, instead of pretending the game wasn't dying, they merged the servers but called it "megaservers". That way, they can pretend it wasn't just a server merge, and the remaining players felt could at least feel they weren't wasting their time on a dead game.
			
				
	Edited September 30, 2015 by GUTB	
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So, what, the theory here is:  Carbine knowingly and very publicly lied about creating "megaservers" and instead just transferred everyone to a handful of servers - but took several months to do so despite the technology for server transfers existing for months prior.  Then, knowing the remaining servers have the same capacity as at launch decided to make the game free and open it up to everyone, not suspecting in the least that more people than the servers could handle would be trying out the game.  And now, rather than create another lie - since they are liars after all - and roll up new servers to solve the issue (which would be easy to lie about, just brag that F2P is such a success even the megaservers can't handle all the people!) they're just going to stubbornly stick by what they said until, what, enough people leave so the servers' capacities are no longer exceeded and we're right back to where we began with the population issue?  So, not only are they liars and incompetent, but were also incredibly pessimistic about F2P's success and are actively sabotaging themselves.
 
I think one of the next things Carbine should add to the store is a tin-foil hat.
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{| class="blockquote"
So, what, the theory here is:  Carbine knowingly and very publicly lied about creating "megaservers" and instead just transferred everyone to a handful of servers - but took several months to do so despite the technology for server transfers existing for months prior.  Then, knowing the remaining servers have the same capacity as at launch decided to make the game free and open it up to everyone, not suspecting in the least that more people than the servers could handle would be trying out the game.  And now, rather than create another lie - since they are liars after all - and roll up new servers to solve the issue (which would be easy to lie about, just brag that F2P is such a success even the megaservers can't handle all the people!) they're just going to stubbornly stick by what they said until, what, enough people leave so the servers' capacities are no longer exceeded and we're right back to where we began with the population issue?  So, not only are they liars and incompetent, but were also incredibly pessimistic about F2P's success and are actively sabotaging themselves.
 
I think one of the next things Carbine should add to the store is a tin-foil hat.
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{| class="blockquote"
So, what, the theory here is:  Carbine knowingly and very publicly lied about creating "megaservers" and instead just transferred everyone to a handful of servers - but took several months to do so despite the technology for server transfers existing for months prior.  Then, knowing the remaining servers have the same capacity as at launch decided to make the game free and open it up to everyone, not suspecting in the least that more people than the servers could handle would be trying out the game.  And now, rather than create another lie - since they are liars after all - and roll up new servers to solve the issue (which would be easy to lie about, just brag that F2P is such a success even the megaservers can't handle all the people!) they're just going to stubbornly stick by what they said until, what, enough people leave so the servers' capacities are no longer exceeded and we're right back to where we began with the population issue?  So, not only are they liars and incompetent, but were also incredibly pessimistic about F2P's success and are actively sabotaging themselves.
 
I think one of the next things Carbine should add to the store is a tin-foil hat.
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Lets all be honest, the mega servers are not being mega! And it's a crying shame that the input lag is the only thing most of those new to Wildstar will take away with them? Played Wildstar since the 3 day head start last year.....but given up playing till next week.	
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{| class="blockquote"
Lets play spot the folks who have exactly ZERO knowledge of network infrastructure or computer science.
 
Can you find them? 
 
An MMO megaserver is a server system where the entirety of the game is housed in one system with multiple shards (aka instances) rather than split into multiple seperate "server entities" of singular instances.
 
 
 
Let's use FFXI as an Example, because I'll always have a softspot for my old Taru RDM. Right now these are the original servers still active:
 
Bahamut, Phoenix, Shiva, Carbuncle, Fenrir, Sylph, Valefor, Levithan, Quetzaquotal, Odin, Siren, & Ragnarok.
 
What makes these servers? In each case, these are unique and discrete iterations of the game FFXI. All players on Bahamut persist in the same world at the same time all the time. A world that is wholly separate and never connected to Shiva. If all the players on Bahamut decided to go to the city of Juno, every character on that server would appear in the same city until the zone couldn't handle the population and either denied entry to the zone or crashed. 
 
 
Now, lets say Square-Enix decides to replace those servers with a megaserver, Zidane.  How could they do that? One way would be to dynamically link all the individual servers into a server array. Then as players log into the megaserver Zidane, rather then be split onto completely unique and wholly seperate servers, they load into the same world together. As more players log in, instead of crash, a new shard (aka. Instance) is made and subsequent players fill that shard until the same thing happens (it starts to reach capacity and another shard is created). On Zidane, if every player wanted to visit the city of Juno at the same time, rather than crash the zone, there would simply be a new shard made each time the zone population gets high. These shards however, unlike "servers" are easily swapped into and out of by characters, meaning you can easily play with anyone in the game regardless of instance by simply hopping shards. This is done at the hardware level for a "megaserver" by dynamically linking the actual physical servers so that once one gets to a certain fullness threshold, the next one in the array kicks on and holds the next set of shards, etc.
 
It's been suggested by a former Carbine dev that the current issues are probably tied to the automated process for threshold identification and shard production / distribution on the megaserver array. Stuff like that happens, it's a complex and dynamic set up.
 
*EDIT* it seems people genuinely don't understand this. In MMO's and any high power computing, there is no such thing as a "single box" server. All substantial servers are arrays of many systems connected together.... there is no "giant magical server box"... Though if you're willing to believe that there are such thing's, I've got an internet to sell you https://www.youtube.com/watch?v=iDbyYGrswtg
 
 
TLDR: YES W* has megaservers. No W* doesn't use the proprietary tech configuration owned by Arenanet.
 
There is nothing but truth here except the very last line.
 
This game does not have megaservers in any way shape or form, and its quite easy to detect.  When they announced Megaservers, they simply deleted all their former servers and created handful of larger, more stable servers to fit in the rather small population.  You will never go into any zone in this game and talk to people whether they be guildmates etc that are in the same zone and all in different instances.  It doesnt happen.  As I type this I was going to say that its possible for there to be maybe one single shadow server, an overflow where other people would go if the maps population is too high but I actually have never seen it happen before.... I believe it exists, I just... well anyway.  Point is, this game has no "Megaservers".  The shards were broken down/merged into The Megaserver.  Huge difference
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{| class="blockquote"
Oh boy, you are gonna be SO sad and disappointed when you find the truth, its gonna be delicious.
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{| class="blockquote"
The reddit quote absolutely doesn't support the whole "there is no megaserver technology in place" thing, though. All cougar said is that Wildstar doesn't utilize the Arenanet Megaserver technology, which is pretty obvious from the get go... because Arenanets megaservers are based around the WvW PvP concept. Meaning that while there is a Megaserver in place, it's still split in lots of smaller realms, for the purpose of PvP.
Megaservers in Wildstars context are just "Servers with a higher capacity than normal servers", without the whole 'interlinked realms' part.
----
			
{| class="blockquote"
He mentioned the fact that it's the same as ESO and we know ESO has megaservers, so I'm going to assume Carbine does too. I mean is there a reason why everybody is ignoring the second half of that quote?
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{| class="blockquote"
 
 You will never go into any zone in this game and talk to people whether they be guildmates etc that are in the same zone and all in different instances.  It doesnt happen. 
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{| class="blockquote"
Also id like to add that this person has 100% (higher if possible) no idea what they are talking about.  Arenanets Megaservers are completely based around their PVE section.  The Megaservers do not effect WVW and especially PVP even a percentage.  ESPECIALLY PVP.  The Megaservers are strictly for the basis of keep all maps alive and social for the aspect of PVE.  WvW has a Queue and is never effected by any sort of Megaserver; there is no background technology to it unlike the PVE shards.  WVW has remained unchanged since launch.
----
			
{| class="blockquote"
So, what, the theory here is:  Carbine knowingly and very publicly lied about creating "megaservers" and instead just transferred everyone to a handful of servers - but took several months to do so despite the technology for server transfers existing for months prior.  Then, knowing the remaining servers have the same capacity as at launch decided to make the game free and open it up to everyone, not suspecting in the least that more people than the servers could handle would be trying out the game.  And now, rather than create another lie - since they are liars after all - and roll up new servers to solve the issue (which would be easy to lie about, just brag that F2P is such a success even the megaservers can't handle all the people!) they're just going to stubbornly stick by what they said until, what, enough people leave so the servers' capacities are no longer exceeded and we're right back to where we began with the population issue?  So, not only are they liars and incompetent, but were also incredibly pessimistic about F2P's success and are actively sabotaging themselves.
 
I think one of the next things Carbine should add to the store is a tin-foil hat.
----
			
{| class="blockquote"
this actually sounds unbelievable to you? 
----
			
{| class="blockquote"
That was exactly my point, though? The Megaserver technology Arenanet uses keeps the server split into realms for the purpose of WvW PvP, while keeping PvE lively. Which is different to how the servers in Wildstar work, because as you may notice, Warhound and Entity aren't really connected and share neither PvE nor PvP areas.
----
			
{| class="blockquote"
So, what, the theory here is:  Carbine knowingly and very publicly lied about creating "megaservers" and instead just transferred everyone to a handful of servers - but took several months to do so despite the technology for server transfers existing for months prior.  Then, knowing the remaining servers have the same capacity as at launch decided to make the game free and open it up to everyone, not suspecting in the least that more people than the servers could handle would be trying out the game.  And now, rather than create another lie - since they are liars after all - and roll up new servers to solve the issue (which would be easy to lie about, just brag that F2P is such a success even the megaservers can't handle all the people!) they're just going to stubbornly stick by what they said until, what, enough people leave so the servers' capacities are no longer exceeded and we're right back to where we began with the population issue?  So, not only are they liars and incompetent, but were also incredibly pessimistic about F2P's success and are actively sabotaging themselves.
 
I think one of the next things Carbine should add to the store is a tin-foil hat.
----
			 Perhaps watching the stream where cougar explains the mega server technology might shed some light on this topic.	
----
			Merging servers takes labor which costs money.  NCSoft nor Carbine is going to spend money if they don't see it turning a profit for them.  The idea that they just merged servers and hoped no one played their game is the exact opposite of turning a profit meaning that there is literally no reason for them to do that.  Therefore, yes it does seem too far fetched that it is actually true, because if they "didn't care" or hope people just don't play the game there is no reason for them to do any of it.	
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The word "server" in a MMO has been a misnomer for over a decade. In the very earliest days of online game an entire world or shard and everything related it could indeed be hosted on a single server, but this hasn't been the case for a very long time. These days a world is hosted on multiple servers, and various game mechanics are further split off onto their own servers, you have chat servers, login/authentication servers, database servers, instance servers, and multiple zone servers. This is why for example you can have lag in one area of a game, say combat or looting, but other things like chatting or movement work fine.
 
The term "mega server" is just fluff, the technology has been standard for ages, it is only being used today to describe larger unified worlds rather than many smaller ones. The only thing GW2 does differently is use overflow servers which is not really related to their use of the word mega-server. They export players to seperate overflow servers when the server they are trying to access is too full. This is likely what that dev/rep was refering to.
 
The idea that these worlds are hosted on a single server is absurd.	
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{| class="blockquote"
Actually you're just making things up now. That quote merely states that the server is getting shredded by the sheer volume of loot/xp being handed out. This does not necesarily imply a database bug, nor does it imply the loot server is overloaded though like I said I'm betting the latter.
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			I believe it is just a marketing trick. Never heard of mega server with queues like these. I assume most people expected them to be like ESO mega servers, i know i did.	
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{| class="blockquote"
 Perhaps watching the stream where cougar explains the mega server technology might shed some light on this topic.
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{| class="blockquote"
this actually sounds unbelievable to you?  NCSoft has been breathing down carbines neck since launch.  Its like owing the neighborhood bully money.  Do what you can when you can while you can before youre canned.
 
To be completley honest I read what you wrote expecting something far more far fetched.  Much more ridiculous things have happened than what you just said.  Now, I dont think thats EXACTLY what happened, what I think happened is they did a tiny server merge and for F2P didnt have money to create a new server or anything like that, and this is one giant on the moment risk.  If F2P players actually stick with the game, expect to see two more new servers pop up.  Because, you know, Megaservers.
 
ha
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			I think he said about other cluster - megaserver tech. For example in one f2p game (i will not said name of that game here) each normal server can maintain 5k players online, so they have bunch of server. If u use cluster u can build much powerfull server uses several pc\servers (My job to build\maintain ip-tel servers so i know about that technology). Wildstar uses except megaservers (and they work fine), several other servers to maintain game (as i think) - db server (may some MySql or other SQL server), Login Server from NC Soft, may be some other servers.   
			
				
	Edited September 30, 2015 by Triniarin	
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What, exactly, do you think keeps track of all the loot, some little leprechaun sitting in a rocking chair with a pad of paper and a quill pen?
----
			
{| class="blockquote"
Show me proof other than the word of the devs in a rapidly sinking ship.
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{| class="blockquote"
I think he said about other cluster - megaserver tech. For example in one f2p game (i will not said name of that game here) each normal server can maintain 5k players online, so they have bunch of server. If u use cluster u can build much powerfull server uses several pc\servers (My job to build\maintain ip-tel servers so i know about that technology). Wildstar uses except megaservers (and they work fine), several other servers to maintain game (as i think) - db server (may some MySql or other SQL server), Login Server from NC Soft, may be some other servers.   
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{| class="blockquote"
So, what, the theory here is:  Carbine knowingly and very publicly lied about creating "megaservers" and instead just transferred everyone to a handful of servers - but took several months to do so despite the technology for server transfers existing for months prior.  Then, knowing the remaining servers have the same capacity as at launch decided to make the game free and open it up to everyone, not suspecting in the least that more people than the servers could handle would be trying out the game.  And now, rather than create another lie - since they are liars after all - and roll up new servers to solve the issue (which would be easy to lie about, just brag that F2P is such a success even the megaservers can't handle all the people!) they're just going to stubbornly stick by what they said until, what, enough people leave so the servers' capacities are no longer exceeded and we're right back to where we began with the population issue?  So, not only are they liars and incompetent, but were also incredibly pessimistic about F2P's success and are actively sabotaging themselves.
 
I think one of the next things Carbine should add to the store is a tin-foil hat.
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{| class="blockquote"
 
I think one of the next things Carbine should add to the store is a tin-foil hat.
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Let me try and shut down this senseless and absurd misunderstanding. The act of instancing people away from each other does not make it a megaserver.The majority of MMOs which make extensive use of instancing to reduce server load just use regular old server tech. WoW does it, TERA does it, SWTOR does it. None of these games are considered to have megaservers. 
 
If you ask me, Wildstar's refusal to boot people into different instances of a map is a major factor in proving that it does use megaservers. This one map CANNOT run on a single server blade like normal MMOs do, it's not technologically possible at this time. This single instance must be being spread across multiple blades/shards. It simply must be. This is what I would call a megaserver. 	
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{| class="blockquote"
What, exactly, do you think keeps track of all the loot, some little leprechaun sitting in a rocking chair with a pad of paper and a quill pen?
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It doesn't use the same tech as GW2 or ESO, doesn't mean they are lying it just means you are reading what you want to.
 
A megaserver is a generic term for having a lot of players appear on one server. Different companies use different tech, very rarely is it actually just one big server. It's a catch all name for what it does, not a literal name. 	
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			It's not a megaserver, and you're deluding yourself if you think it is. Just so happened that the 20 people who still played Wildstar could all fit on one normal server, but Carbine knew if they just called it server mergers there would be an uproar, so.. 'megaservers'.	
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I don't' even know why this is such a big deal.
 
First things first, mega-server is an abstract word.  If your population is low enough, then you can dump your player-base on just a couple of servers and get it over with. 
They didn't say we are creating mega-servers in a specific manner or if they were using a more powerful hardware platform to host it.  I was there when the game went under in the beginning and mega-server implementation was nothing more than a concatenation of realms so more people could play together and there were fewer realms.
 
They might call it mega-servers but it actually nothing more than realm merging.  Obviously with the population dwindling they probably migrated to a server or a cluster that did not eat up too much resources and was a cheaper solution.
There is nothing wrong with that.
 
Was the launch sh**ty.  Yes!
But this topic is nonsense if you can't even define "megaserver" or any sort of standards around it.  Please stop throwing around IT jargon that makes no sense.	
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			nah they just use 10billion routers	
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{| class="blockquote"
Here is the link to the post by Crb_Cougar....
 
 
https://www.reddit.com/r/WildStar/comments/2fa201/megaservers_are_coming_to_wildstar/ck7cfhb?context=10000
 
 
What do you think?
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{| class="blockquote"
Have any of you played Guild Wars 2? The megaserver technology they use creates various copies of the same map when a map gets too full in addition to holding more players. This is why what Wildstar & TESO use are not the same megaserver technology as GW2. Instead, the megaservers used by Wildstar & TESO are just servers networked together to hold a huge capacity of players. Different technologies, still a megaserver.
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			If someone else stated this already, my apologies. There is a saying that is used widely when it comes to managing game servers or even domain servers in any type of network infrastructure, fix one problem, create ten more. They will fix it as fast as they can, but they need to isolate the actual issues, find the fix for them, implement them, and hope that something else in the code doesn't get borked badly enough to cause a noticeable hiccup, that they could then figure out after. There is no such thing as a bug free game, if one person acts against the way the code intended, you can see something really mess up. 	
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I think Cougar's quote is entirely ambiguous, and I think Pyaray's quote isn't much better. Other than to say that concurrency limitations were improved and that the phrase "megaserver' sure is vague, I don't see that either quote goes into any real detail.
 
What do I know?
 
I know that the actual complaints come in two broad classes, one of which is lag in-game and the other of which is queue lengths just to get in. The item database may explain some of the lag but certainly not the issues with queue length.
 
I know that the last stress test the game did prior to F2P led to widespread reports of tons of lag and people being kicked off the server, even with the relatively small playerbase.
 
I know that of the 4-5 games I've played that have gone from P2P to F2P while I was playing them, this one's transition is associated with the most astonishingly long queue times I've seen yet. And I've still got subscriber status.
 
And I know that players who spend hours downloading the game and then try to log in and get a queue message that it'll be hours before they're allowed in are exasperated and looking around for explanations, so it was really only a matter of time before people started wondering exactly how "mega" the servers really are.
 
The best way to quell these sorts of complaints is for the developers to fix the problem, and the rest of us don't really know one way or the other what the technology involved here is. So please. Be patient while they try to sort it out and try not to get frustrated with them or each other so that we can avoid those unhelpful cycles of anger-fueled speculation from both the game's critics and its advocates?	
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			They probably just upgraded RAM to 4gb instead of 2gb.   :lol:	
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			Yasfan get out of here with your logic and sense makeing :P	
----
			In fairness, I don't have much else to do while I wait in the queue to get in.  ;)	
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{| class="blockquote"
Lets play spot the folks who have exactly ZERO knowledge of network infrastructure or computer science.
 
Can you find them? 
 
An MMO megaserver is a server system where the entirety of the game is housed in one system with multiple shards (aka instances) rather than split into multiple seperate "server entities" of singular instances.
 
 
 
Let's use FFXI as an Example, because I'll always have a softspot for my old Taru RDM. Right now these are the original servers still active:
 
Bahamut, Phoenix, Shiva, Carbuncle, Fenrir, Sylph, Valefor, Levithan, Quetzaquotal, Odin, Siren, & Ragnarok.
 
What makes these servers? In each case, these are unique and discrete iterations of the game FFXI. All players on Bahamut persist in the same world at the same time all the time. A world that is wholly separate and never connected to Shiva. If all the players on Bahamut decided to go to the city of Juno, every character on that server would appear in the same city until the zone couldn't handle the population and either denied entry to the zone or crashed. 
 
 
Now, lets say Square-Enix decides to replace those servers with a megaserver, Zidane.  How could they do that? One way would be to dynamically link all the individual servers into a server array. Then as players log into the megaserver Zidane, rather then be split onto completely unique and wholly seperate servers, they load into the same world together. As more players log in, instead of crash, a new shard (aka. Instance) is made and subsequent players fill that shard until the same thing happens (it starts to reach capacity and another shard is created). On Zidane, if every player wanted to visit the city of Juno at the same time, rather than crash the zone, there would simply be a new shard made each time the zone population gets high. These shards however, unlike "servers" are easily swapped into and out of by characters, meaning you can easily play with anyone in the game regardless of instance by simply hopping shards. This is done at the hardware level for a "megaserver" by dynamically linking the actual physical servers so that once one gets to a certain fullness threshold, the next one in the array kicks on and holds the next set of shards, etc.
 
It's been suggested by a former Carbine dev that the current issues are probably tied to the automated process for threshold identification and shard production / distribution on the megaserver array. Stuff like that happens, it's a complex and dynamic set up.
 
*EDIT* it seems people genuinely don't understand this. In MMO's and any high power computing, there is no such thing as a "single box" server. All substantial servers are arrays of many systems connected together.... there is no "giant magical server box"... Though if you're willing to believe that there are such thing's, I've got an internet to sell you https://www.youtube.com/watch?v=iDbyYGrswtg
 
 
TLDR: YES W* has megaservers. No W* doesn't use the proprietary tech configuration owned by Arenanet.
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{| class="blockquote"
You people are so bad at reading comprehension.
 
 
 
 
Cougar is saying that WILDSTAR DOES NOT USE THE SAME SERVER AS GUILD WARS 2.
 
Cougar is NOT SAYING THAT WILDSTAR DOES NOT USE A "MEGASERVER".
 
 
Just because something is called the same thing does not mean it's the same thing. Carbine has their OWN Megaserver Tech, they do not borrow GW2's Megaserver Tech. CRB did not lie to you. They are using Megaservers. The ONLY thing Cougar is saying here is that they didn't just rip off and steal Guild Wars 2's server tech, they made their own instead.
 
/endrant.
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{| class="blockquote"
I would agree with you but their decisions are not showing smart leadership. Look at their recent decision to change the way removing authentictors works. No need for the code or a support ticket anymore. Just go to a support article and click remove auth, it sends an email you click and authentictor is gone. WTF, they just removed the security from every authenticator. Why would they do that, just so they can save a few bucks on support tickets. Sounds like the most retarded security decision any MMO game can make. Nothing smart about that move from any angle.
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{| class="blockquote"
I removed my authenticator a few days ago when switching phones before adding it back and that is not how it goes. You go into your account management and it asks for a code from your authenticator to remove it, so you do have security there necessary to get rid of it. 
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{| class="blockquote"
You used the standard method for removal, if you didn't simply delete the app from your phone without unlinking it first. He's talking about the change made for people who accidentally lost the seed code or deleted the app.
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{| class="blockquote"
I don't think they gave any sort of "seed code" or special code to remove it when you first setup the app. Blizzard and FFXIV both have an emergency removal password, but there wasn't one for this or for GW2 which uses the same app.
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{| class="blockquote"
You would be wrong 
 
 
----
			
{| class="blockquote"
Actually what he is saying is Megaserver, as a term, is used often. Ever since GW2 put up what they called Megaservers, TESO and WS picked up the term but don't follow in the same. So by the term Megaserver as it is by GW2, this isn't a Megaserver but just a server merger. But ultimately who cares? It is what it is. But if you want to argue then look up what a Megaserver actually is.
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I've never believed the "Megaserver"-hype anyway and to me it was nothing but a buzzword and PR spin.
What else would you expect them to say? "The game is doing so bad that we are down to a single server from about 30"?
 
Megaservers in a way that Carbine moved and merged all previous realm's accounts over to four remaining realms and gave them new names.
Accountwise they were now megaservers, but not in terms of actual technology.
 
If it was some sort of "mega"server technology that included the capacities of all previous realms and beyond, i guess it would have been able to carry the transition to F2P and it's load way better.
 
Megaservers finally got exposed as a PR gimmick when the game went F2P and Carbine directed the whole world to the actual four remaining physical servers left.	
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Yeah, it's pretty much certain at this point.  Not only have I never, ever seen evidence of instancing (I can't even figure out how they would do it, since there are no zone barriers), but there was this conversation I had back when the new realms were announced:
 
https://forums.wildstar-online.com/forums/index.php?/topic/135358-feedback-new-wildstar-realms-incoming/page-6&do=findComment&comment=1393151
 
https://forums.wildstar-online.com/forums/index.php?/topic/135358-feedback-new-wildstar-realms-incoming/page-6&do=findComment&comment=1393157
 
https://forums.wildstar-online.com/forums/index.php?/topic/135358-feedback-new-wildstar-realms-incoming/page-8&do=findComment&comment=1393903
 
Post 1, I carefully defined megaservers and asked if they were using it or not.  Also asked if the gameplay server was the failure point or if it was the login server.
 
Post 2, another player answered me and said it was the login.  By coincidence, they didn't mention the megaserver question.
 
Post 3 is Carbine's response.  They responded to the OTHER PLAYER who was basically just repeating what I said, but left out the megaservers. They specifically avoided answering my question, even when responding to a post that I was fully quoted in.
 
So yeah, they don't have 'megaservers' as we know the term.  Not only that, but they've very carefully avoiding saying it, too.	
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Question came up on the live stream a couple weeks ago.
 
https://www.youtube.com/watch?v=rpUgjUUKw2k&feature=youtu.be&t=403
			
				
	Edited October 22, 2015 by CRB_Buiden	
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{| class="blockquote"
Question came up on the live stream a couple weeks ago.
 
https://www.youtube.com/watch?v=rpUgjUUKw2k&feature=youtu.be&t=403
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{| class="blockquote"
Question came up on the live stream a couple weeks ago.
 
https://www.youtube.com/watch?v=rpUgjUUKw2k&feature=youtu.be&t=403
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			Cripes as long as it works, who cares if its "mega", "micro", "lala", or "gaga" server.	
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{| class="blockquote"
Then they're idiots because it doesn't say that when you set the thing up. I scanned the barcode and there's nothing on the setup page telling you to save anything.
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{| class="blockquote"
Cripes as long as it works, who cares if its "mega", "micro", "lala", or "gaga" server.
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{| class="blockquote"
Ah.  So it's not an instance/scaling thing, like *every other game company on the planet uses the word "megaserver" for*, but it's just some kind of alien technology to increase the concurrence capacity of traditional servers.  Gotcha.
 
No complaints on the tech (at least in concept), but that's a big marketing fail on the name choice, there.
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{| class="blockquote"
Ummm I linked you the page with setup instructions. Not sure whose fault it was that you set up without reading it.
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			If you don't mind me asking Delakron, what are your major bottlenecks currently? Live networking stuff is notorious for being absent from countless curricula, and I've always wondered about exactly how one could break up something like a zone server. Especially the task of splitting it up after it's been built. 	
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			If "Megaservers" are similar to Terminal-Server technology you can just set up a copy of the Zone Server and put a Loadbalancer in front of those 2 Servers. Both have connections to the same database. If I had to guess bottlenecks it would be database I/O and transfer rates between the Instance Servers and the database. Because, well, it's ALWAYS the damn database... :P	
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{| class="blockquote"
If you don't mind me asking Delakron, what are your major bottlenecks currently? Live networking stuff is notorious for being absent from countless curricula, and I've always wondered about exactly how one could break up something like a zone server. Especially the task of splitting it up after it's been built. 
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{| class="blockquote"
Long long ago, in a galaxy .... pretty darned close, I actually did write an article about the high level overview of our server architecture.  You can still find it if you scroll back through 2.5 years of news posts...
 
Or you could click this link...
http://www.wildstar-online.com/en/news/lets-talk-about-servers/
 
 :)
 
It's pretty high level, but I'm actually pretty happy to answer questions about the tech, with the exception of things we hold confidential.
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{| class="blockquote"
Why would I go to the support page when they have instructions on the account management page? They literally take you through it step by step right there in account management. They just apparently left out the important part.
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{| class="blockquote"
[snip] If I had to guess bottlenecks it would be database I/O and transfer rates between the Instance Servers and the database. Because, well, it's ALWAYS the damn database... :P
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THX for that nice read Pyaray, glad to see I wasn't completely on the wrong track with my assumptions. :D
 
Edit: Wait, i get a Cigar? Niiiice! :wub:
 
But, do i taste a bit of fur? And why is there a blinking red timer on my Cigar? :huh:
			
				
	Edited October 23, 2015 by Charmz81	
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{| class="blockquote"
Bingo!  Give that alien a Chua explosive packed cigar! ;)
 
We have a daemon that sits between the instance servers and the SQL server, and it's performance did not scale as linearly as we expected.
 
And unrelated to the post I'm quoting, but on the topic of the thread, our Mega Servers, even with the issues at relaunch, hold way more people than our launch Realms could .  Our Mega Server is not the same tech as GW2 or TESO, or any other MMO that has ever used the same term, because we share no common code with any of them.  Our server tech is completely proprietary, just like theirs.  When we wrote all the code to make our servers into "Mega Servers", we didn't take any features out, so spinning up a new Mega Server is as easy as spinning up a new Realm was at launch, because all of the code that made the Realms work as Realms, is still in the Mega Servers, the Mega Servers just have much more instancing code for instancing things that weren't instanced in the original launch Realms (and I'm not talking about the world instances, that's always been there, other services that make the game work.)
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{| class="blockquote"
Bingo!  Give that alien a Chua explosive packed cigar! ;)
 
We have a daemon that sits between the instance servers and the SQL server, and it's performance did not scale as linearly as we expected.
 
And unrelated to the post I'm quoting, but on the topic of the thread, our Mega Servers, even with the issues at relaunch, hold way more people than our launch Realms could .  Our Mega Server is not the same tech as GW2 or TESO, or any other MMO that has ever used the same term, because we share no common code with any of them.  Our server tech is completely proprietary, just like theirs.  When we wrote all the code to make our servers into "Mega Servers", we didn't take any features out, so spinning up a new Mega Server is as easy as spinning up a new Realm was at launch, because all of the code that made the Realms work as Realms, is still in the Mega Servers, the Mega Servers just have much more instancing code for instancing things that weren't instanced in the original launch Realms (and I'm not talking about the world instances, that's always been there, other services that make the game work.)
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{| class="blockquote"
Incorrect. It's totally a scaling thing.
 
With the onset of Megaservers, the team set out to refactor our back-end technology to allow additional max capacity and for horizontal scaling of certain server applications (ie daemons). As our scaling needs increase, new instances of these services spin-up. We've also done other work, including dividing heavy-load services into separate systems. So its tackling both methods. Overall, it is a very complex project, that has indeed allowed us to merge old "launch realms" into a setup that allows us to support significantly more player populations on a single realm -- henceforth Megaservers.
 
What Cougar tried to explain was that there's no "default" to what a "Megaserver" actually is -- every game has its own architecture, and that WildStar's take on the idea does not actually share any common code with say GuildWars 2, despite sharing the concept of bringing larger amounts of users together concurrently than typical servers/shards/realms.
 
What we've been seeing since F2P launch is bottle-necks and bugs in this new structure. Do we have Megaservers? Absolutely. These issues do not discount the fact that our technology has drastically evolved to handle higher load. Does it have issues? Yes. And that's what our Engineering teams have been working on addressing for a number of weeks now. Attrition is not a solution for us, as that's a very bad business decision. Our focus is to resolve the technical hurdles and focus on bringing even more players to WildStar over the next few weeks, months, and years to come. You want a healthy and stable game, and so do we.  :)
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WHAT IS HAPPENING I CANT EVEN
 
I NEED AN ADULT
 
As a long-time regular on the Guild Wars 2 forums, I'm amazed by this thread. Devs actually talk to players over here? O.o
 
Kudos to Carbine, it's great to see this sort of dialog happening. It might not seem like much, but actually seeing devs care about keeping their players up to date means a lot.
 
Also, the average maturity level shown in player posts here is way, way higher than GW2. It's night and day, which probably makes you guys want to talk to us more.
 
I actually bought HoT, and today is when it goes live. But tonight I'll be playing WS, not GW2 :)
 
Off topic, I know, but I couldn't hold that in any longer :D You guys rock.	
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Wow, thanks a ton for all that info. It's super cool that you guys are open enough to talk about this kind of thing on a public forum, major kudos are definitely warranted. 
 
Even being given just a little insight into how the magic happens is something I'll never tire of, and I can't think of many studios that are willing to share some of their secrets. 	
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Yeah you're right. Reading the FAQ and Instruction guide for doing something to your account that relies on a 3rd party app is just crazy talk.
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Oo why would you do that?
MS SQL is more then fast enough and scalable to handle such loads.
Go kick it out and use proper connection pooling :P
I know, it sounds easy written like that, but you probably get the point :D
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Yup, I get the point, but you don't have all the details. :)
 
We need certain things to be transactionally safe, but with data coming from multiple servers, and the results returning to multiple servers.
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After redaing several Dev responses in this thread the OPs assumption is, well, a wrong assumption.
 
I knew this already but still found it funny to read all the 'play on word's' type comment's from some.
 
Many were commenting as if there is only one way to setup Megasever Technology. Nothing could be further from the truth.
 
It's not a piece of equipment BTW. It's a Technology that requires many different individual server's working in tandem accessing the same back-end information. Not one MMO company will have the same Megaserver tech since they all have code that is exclusive to each studio and or Game.
 
The Live Stream from 10/02/2015 (http://www.twitch.tv/wildstar/v/18792329) before the expansion of additional realm's explained most of this. Carbine used 10 server's working in tandem before the F2P launch and scaled that up to 15 for the relaunch. It' wasn't enough or at least didn't handle player's and/or code as planned so another was needed until they can once again merge the two separate (Entity & Entity 2) megaserver's into one.
 
It's almost as if the OP and many responding were 'cupcaking' just to do it.
			
				
	Edited October 25, 2015 by Equa1ity	
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Yup, I get the point, but you don't have all the details. :)
 
We need certain things to be transactionally safe, but with data coming from multiple servers, and the results returning to multiple servers.
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			i havnt read anything really, but is this basically saying that wildstars 1 megaserver isnt as big as gw2's megaserver even tho there are a lot of servers in gw2?If so... thats kind of depressing, makes me wonder just how little of a playerbase this game has even with the f2p.	
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i havnt read anything really, but is this basically saying that wildstars 1 megaserver isnt as big as gw2's megaserver even tho there are a lot of servers in gw2?
 
If so... thats kind of depressing, makes me wonder just how little of a playerbase this game has even with the f2p.
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