why dosnt sea of thieves have a higher server player cap?

  • can someone please explain to me why sea of thieves servers don't have a high player cap the servers should be able to hold at least 6 galleon servers

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  • Im mot sure the servers can handle more ships. It already lags so bad when 3 or more get togeather.

  • It's either because Rare is completely incompetent at making servers (in a day and age where many games can easily handle 100 players at 60FPS), or because they're scared that actual thievery will occur.

  • @bigcomet2468 Having more ships would not necessarily be a great thing.

    Rare has always said they didn't want the seas to be a 'boating lake' where you are constantly bumping into other ships.

    Instead, I believe, encounter rate of other ships serves as part of controlling how many people/ships are on a server at once.

  • @nwo-azcrack said in why dosnt sea of thieves have a higher server player cap?:

    Im mot sure the servers can handle more ships. It already lags so bad when 3 or more get togeather.

    It's not that their servers cant handle it, but that if they want to keep their sweet heart deal with Microsoft they need to keep individual server loads down to a certain figure.

    Things that they need to be mindful of are Ram consumption, processor consumption, and concurrent connection resource management.

    As you increase the load the cost to operate servers goes up really fast. I would suspect that because Rare is not likely paying for Server allocation and has a deal with MS to use their servers for effectively free, they're allotted so much space / resource burden.

    Rare is then required to operate within that allocated figure.

    Deviation from that max load = $$$$$$ in the mail.

    I doubt Rare wants to pay to garner the extra load that would be needed under the present configuration.

    Could the servers be made to work with more ships?? Possibly, but that's an optimization situation that could also be expensive because it takes dev time and lots of testing to get it right with out spending a boat load on a server load situation due to a mistake in testing.

  • @bigcomet2468

    Actually, the server cap is 6 ships, and they can all be galleons. The current servers can take a few more ships, but the game is supposed to be PvEvP, not PvP with background PvE. Currently all ships can spawn at respective and separate outposts, and wander the map without too much interaction if they prefer to do so. Many more ships would completely change the feel of the game, and not for the better.

  • @wilbymagicbear no games can handle 100 players easily in the same area.

  • @wilbymagicbear sagte in why dosnt sea of thieves have a higher server player cap?:

    It's either because Rare is completely incompetent at making servers (in a day and age where many games can easily handle 100 players at 60FPS), or because they're scared that actual thievery will occur.

    but in other games not every item staying so long on a server still u logg off(when u grabbed it)

  • @weedstar-deluxe said in why dosnt sea of thieves have a higher server player cap?:

    @wilbymagicbear sagte in why dosnt sea of thieves have a higher server player cap?:

    It's either because Rare is completely incompetent at making servers (in a day and age where many games can easily handle 100 players at 60FPS), or because they're scared that actual thievery will occur.

    but in other games not every item staying so long on a server still u logg off(when u grabbed it)

    I have no idea what you are saying.

  • @lysergicaa said in why dosnt sea of thieves have a higher server player cap?:

    @wilbymagicbear no games can handle 100 players easily in the same area.

    MMOs, Battle Royales.

  • Christe sake the failure of American education...

  • @lysergicaa said in why dosnt sea of thieves have a higher server player cap?:

    @wilbymagicbear no games can handle 100 players easily in the same area.

    Just depends on how efficient the server code is written, how well the game is designed (game play design), and how efficient the client (the game copy you have) is written, and how good the hardware in you play on is.

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