I'm not going to watch this. But I am curious if they go beyond explaining the importance of things and get down into the details of what the biggest roadblocks currently are and what their strategy for getting past them are.
I'm not going to watch this. But I am curious if they go beyond explaining the importance of things and get down into the details of what the biggest roadblocks currently are and what their strategy for getting past them are.
A roadmap to a roadmap on how they will get past the roadblock to continue on the original roadmap Would be my guess.
I'm not going to watch this. But I am curious if they go beyond explaining the importance of things and get down into the details of what the biggest roadblocks currently are and what their strategy for getting past them are.
You wont get much smart answer from some guys around. They are stuck with 3 words: roadmap, scam, ponzi
Now if you are looking for smart answers, don't go further than CIG lead manager himself answering backer question:
>> Rainwalker007's question:
I thought iCache was going to be a horizontally scaled database service that all game servers would be able to access. From the recent Calling All Devs episode it sounds more like each game servers will have its own iCache instance on its drive for quick read/write speeds to the database. Each iCache instance would replicate relevant data from the main global database based on which sections of the game world are loaded on that server. Will meshed servers access each others database to access data or will they constantly exchange relevant data directly between each other?
==== CIG Chad McKinney@CIG_ChadMcKinney ====
icache is a fleet of services that are as you say horizontally scaled, that can be dynamically spun/up down according to requirement, and their numbers are entirely decoupled from specific servers instances. Servers don't have their own databases, but shards (in our usage this will be a collection of servers in a mesh working together) will have their own records, and the items and variable DB for these shards will be effectively separated from each other since for the most part shards don't interact with eachother (with the corner case being players moving between shards between sessions).
Something I think that was maybe slightly lost in the editing of the episode is that we won't be jumping immediately to a global single shard, but instead this will be a gradual process. Once we introduce meshing the meshes won't be as large and dense as our goals of region sized shards and possibly a single global shard. Instead they will act kind of like our server instances, but allowing us to bring up the player count from 50. As we test, make improvements, optimize, fix bugs, etc.. we'll be able to bring up the player counts to hit the larger goals we are aiming for, but it won't be day 1.
>> Rainwalker007's question:
Will meshed servers access each others database to access data or will they constantly exchange relevant data directly between each other?
==== CIG Chad McKinney@CIG_ChadMcKinney ====
The servers in a mesh will be communicating with each other constantly, similarly to how clients and servers communicate with each other constantly, but persistence based queries will go to the icache, not other server nodes in the mesh.
>> Rainwalker007's question:
Thank for the extra information! So how would the Tier 0 implementation of all this would look like in your opinion? Will the shard include the whole of Stanton? How many servers would a shard contain in Tier 0? If Shards don't communicate with each other, how will persistance work when I log out and back in another Shard?
==== CIG Chad McKinney@CIG_ChadMcKinney ====
Shard's persistence records are separate so their view of the world is decoupled. This is what I was getting at when I mentioned world lines in the video but it got paired down to miss some of the meaning I was intending. The goal is to get the player density as high as possible so players play their entire game experience with SC in a single shard. It may be that they don't ever go into a shard in EU or Asia (TBD how region based sharding will work, just random examples) but from that player's perspective they will see a consistent view of the world, and their friends will as well as long as they play in the same region (and before we have region based shards we can use match making techniques to get a similar effect).
I honestly wonder why people still believe this game wil ever release. It has been close to 8 years. And all you have is a prison - a shooter game no one asked for build with the kickstarter funds - and a landing simulator for overpriced ships. Lets be frank here for the ammount of money they collected they should have something more substantial then fancy looking engines and glossy surfaces!
+1.4 million individual backers joined the Alpha, growing every day. But they must be wrong. Can't figure out what they pledged for with several free weeks per year to everyone Lol
+1.4 million individual backers joined the Alpha, growing every day. But they must be wrong. Can't figure out what they pledged for with several free weeks per year to everyone Lol
Actually they are WRONG for supporting such a business model and for supporting a design that supports cash shop gaming and wrong for supporting immersion breaking designs like buying ships instead of building them INSIDE the game.
Basically it is SIMPLE logic,simple morals,simple ethics to NOT support bad ideas. Argument?It is not bad for me only maybe YOU !!!
There you go YOU,or SELF,a mmo should be designed to care about all players and not the individual.More importantly designed to be a game and NOT a cash shop.
Never forget 3 mile Island and never trust a government official or company spokesman.
Comments
A roadmap to a roadmap on how they will get past the roadblock to continue on the original roadmap Would be my guess.
You wont get much smart answer from some guys around. They are stuck with 3 words: roadmap, scam, ponzi
Now if you are looking for smart answers, don't go further than CIG lead manager himself answering backer question:
>> Rainwalker007's question:
I thought iCache was going to be a horizontally scaled database service that all game servers would be able to access. From the recent Calling All Devs episode it sounds more like each game servers will have its own iCache instance on its drive for quick read/write speeds to the database. Each iCache instance would replicate relevant data from the main global database based on which sections of the game world are loaded on that server. Will meshed servers access each others database to access data or will they constantly exchange relevant data directly between each other?
==== CIG Chad McKinney@CIG_ChadMcKinney ====
icache is a fleet of services that are as you say horizontally scaled, that can be dynamically spun/up down according to requirement, and their numbers are entirely decoupled from specific servers instances. Servers don't have their own databases, but shards (in our usage this will be a collection of servers in a mesh working together) will have their own records, and the items and variable DB for these shards will be effectively separated from each other since for the most part shards don't interact with eachother (with the corner case being players moving between shards between sessions).
Something I think that was maybe slightly lost in the editing of the episode is that we won't be jumping immediately to a global single shard, but instead this will be a gradual process. Once we introduce meshing the meshes won't be as large and dense as our goals of region sized shards and possibly a single global shard. Instead they will act kind of like our server instances, but allowing us to bring up the player count from 50. As we test, make improvements, optimize, fix bugs, etc.. we'll be able to bring up the player counts to hit the larger goals we are aiming for, but it won't be day 1.
>> Rainwalker007's question:
Will meshed servers access each others database to access data or will they constantly exchange relevant data directly between each other?
==== CIG Chad McKinney@CIG_ChadMcKinney ====
The servers in a mesh will be communicating with each other constantly, similarly to how clients and servers communicate with each other constantly, but persistence based queries will go to the icache, not other server nodes in the mesh.
>> Rainwalker007's question:
Thank for the extra information! So how would the Tier 0 implementation of all this would look like in your opinion? Will the shard include the whole of Stanton? How many servers would a shard contain in Tier 0? If Shards don't communicate with each other, how will persistance work when I log out and back in another Shard?
==== CIG Chad McKinney@CIG_ChadMcKinney ====
Shard's persistence records are separate so their view of the world is decoupled. This is what I was getting at when I mentioned world lines in the video but it got paired down to miss some of the meaning I was intending. The goal is to get the player density as high as possible so players play their entire game experience with SC in a single shard. It may be that they don't ever go into a shard in EU or Asia (TBD how region based sharding will work, just random examples) but from that player's perspective they will see a consistent view of the world, and their friends will as well as long as they play in the same region (and before we have region based shards we can use match making techniques to get a similar effect).
------------
2024: 47 years on the Net.
haters gonna hate
+1.4 million individual backers joined the Alpha, growing every day. But they must be wrong. Can't figure out what they pledged for with several free weeks per year to everyone Lol
Basically it is SIMPLE logic,simple morals,simple ethics to NOT support bad ideas.
Argument?It is not bad for me only maybe YOU !!!
There you go YOU,or SELF,a mmo should be designed to care about all players and not the individual.More importantly designed to be a game and NOT a cash shop.
Never forget 3 mile Island and never trust a government official or company spokesman.