Bigger servers

  • Bigger servers

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  • @toom6241 This has been one of the strongest asks from the community since the start of the game. Nothing is going to be done about it, at least not any time in the near future.

  • Servers can’t handle bigger servers atm

  • @toom6241 said in Bigger servers:

    Bigger servers

    With todays hitreg? If they add more ppl to a server (which i want aswell) it's going to be worse.
    Be glad if your cannon balls even register lol.

  • I think what people are really asking for when they ask for bigger servers is increasing the rate of encountering other players. I think there are ways to do this without increasing player count. There is alot going on in each sea of thieves server, and having that be stable for players on a variety of platforms at the same time is not an insignificant challenge.

    Voyages could take you further afield across the seas for instance, the more distance traveled the more likely ships are to run into eachother.

    Challenges like the recent fate of the damned update, as frustrating as some of them could be sometimes, definitely boosted the ammount of player interaction in the world.

    Those are just a couple quick examples and I'm sure there are others out there. Basically the problem is less to do with ships per server, and more to do with ships not having opportunities to cross paths. It's a fine line rare has to walk here because too many player encounters will make things for newer players just getting their bearings alot more difficult. I think rare has done pretty well with such a complex problem overall. Things can always be improved, but by how much remains to be seen

  • better forum posts first

  • How many crews can be in a server currently?

  • @atomictoyrobot said in Bigger servers:

    How many crews can be in a server currently?

    5 ships on a server.

    and during the bgg sot stream. neate said no server capacity increases coming

  • @toom6241 not enough server capacity maybe when they upgrade their servers as to prevent lag and server crashes and also when they make the map larger current map is small

  • I am gonna oversimplify this and try to phrase things in a way that makes sense to anyone that reads it, even if that kinda sort makes things technically incorrect in some nuanced details. My apologies for non-tech jargon to those whom it offends. This reponce is also based on the assumption of how Rare servers are setup, and that they also use Microsoft Azure server infrastructure, and that it's also highly likely scaled.

    @ocean-santa5827 said in Bigger servers:

    @toom6241 said in Bigger servers:

    Bigger servers

    With todays hitreg? If they add more ppl to a server (which i want aswell) it's going to be worse.

    Larger servers would not make hit-reg worse, it would realistically only cost them money as they are likely on some sort of "Free" X-box allocation of server usage as governed by their X-box contract. In other words more players = more ships = more Net work, CPU, RAM, KW of power, and in turn more $$$$$ to support. A certain threshold of resources is likely a requirement by MS to be on their Xbox Platform.

    Hitreg problems are usually enemy target latency and not the server itself. The way they try to ensure quality of service to players who really should be on a different server with players of their own region is a big culprit. To fix hit-reg they would create a situation where you would have problems finding active servers at certain times of day, or would not be able to play with friends, or would potentially observe rubber banding in game, where your character imput is to move a direction and due to latency to the server you may get moved in X,Y,Z space when the server checks and corrects your location. To avoid that kind of janky feel, they have a server client loop that you provide input to, and the server checks the location input data and then updates itself rather than your client side (to a degree), and then updates. This loop cycle FEELS like maybe 30 to 50 milliseconds, but it could be faster, but I don't have a method to detect that. Point being, your target may not actually be where it displays in server space when the server checks the enemy targets location to find your latency + their latency = NO hit. (SADFACE)

    Be glad if your cannon balls even register lol.

    Because "the ship" is likely a server broadcast object rather than loop object like your player character. This is why your ship can appear to be rubber banding on occasion, but your player character does not. When you experience rubber banding of your ship, this means you are on a server that's realistically not in your geographic region, or your internet connection is terrible to the server.

    Hit reg is something that can be remedied to a degree, but that would mean occasionally you may not get to play with other people, possibly even friends from other geographical locations, because something is always a trade off.

  • It's not possible to make the servers bigger, at least for now, the game wouldn't be able to handle it

  • Bigger servers isn’t the way. I’m sure they are working on the other, able to add least 2 crew ships, invite, and spawn them across the sea. (Not close together) But even that is a stretch.

    And I say 2 because let face it. 2 is enough if everyone goes galleon. 8 players.
    Or mix. 1 galleon and 1 sloop.

  • @treefittymonsta sagte in Bigger servers:

    @atomictoyrobot said in Bigger servers:

    How many crews can be in a server currently?

    5 ships on a server.

    and during the bgg sot stream. neate said no server capacity increases coming

    Afaik its 6, or did i miss the Info about decrease ?

    @Toom6241
    Its 2 players minimum (2 solo sloops) else you will geht merged or 6 Galleones = 24 players max .

    And btw this instant Action and meet other players was and isnt what that Game want to be. Its still mainly a PvE Game and occasinally you see another playership you dont know about its Crew intentions and the possibility of FFA full loot PvP .
    What players think the game ist or how many streamers play it hast nothing to do with initial SoT playstyle or intended way to play this Game. I was part of the alpha testing about ship count and its very simple, 6 Outposts , so 6 ships.
    MP doesnt count because it can erupt and is not available.

    What many gamers thank to the playstyles many streamers show want is not what lot of Founders want or the game was ever meant to be about.

  • @stundorn it was reduced last year around December.

  • There's no need to make this action

  • Yes, more players = more loot, events, etc being tagged by the system and translated into overall server resource hogging. (There are ways of fixing this ridiculous stacking by condensing loot further...)

    There has been no overwhelming indication that Rare cannot include more players per crew or more crews per server.

    With 15 million players, you have the necessity of upgrading server hardware. Maintaining a "milking" of players on the lower-grade servers will only increase the frustrations.


    I've wanted more players in a server for a long time, and I know it's not character count that makes it lag. We could have 8-10 crews on the map and still potentially have empty seas. Server merging has been spotty sometimes, and others are because server hopping is so popular (curse you hopper streamers).
    Hopper: "No emissaries? No content."

  • @jaegerdelta3465 6 boats per server doesn’t promote alliances. Almost all battles are 1 boat vs 1 boat. Their is so little substance in this game. This game is basically a floating first person shooter where you can be 7 verses 1.

  • @wavestalker said in Bigger servers:

    @jaegerdelta3465 6 boats per server doesn’t promote alliances. Almost all battles are 1 boat vs 1 boat. Their is so little substance in this game. This game is basically a floating first person shooter where you can be 7 verses 1.

    How would any ammount of people promote alliances? And why should alliances be promoted? A lack of substance isnt the problem, it's a sandbox what you do is up to you. You can form an alliance, you can sink every person you meet, you can try to launch up to the tops of the tallest rocks, you can try to collect as many bananas as you can. The game doesnt promote anything, it just gives you some tools and says have fun. That doesnt change with the number of ships per server.

    With the way voyages and various other systems work right now, players are largely staying in a relatively small area of the map.
    Thus, player interaction is rare because the most obvious reason someone is sailing toward you is to sink you. If they were doing somthing else they probably wouldn't be in the same area as you. If player interaction is made more commonplace, through whatever means, the assumption of hostile intent breaks down. If it's the first ship you have seen all session and they are sailing toward you, you are much more likely to shoot first and ask questions later. Why else would they have been sailing toward you, nobody else has been for 2 hours. If its the third time you have spotted a ship on the horizon and the other times people have sailed past, or stopped at a seapost, or done anything other than shoot at you. The player will be much less likely to assume that that ship is here to shoot at them.

    Of course people will still be hostile, and pvp is how alot of people interact with the sandbox. But if player number in increased without adjusting mechanisms that affect player interaction, the game being a floating fps will be made more true rather than less true.

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