@billelis: sh*t takes time...
11 years to be precise 💛
Keep doing your thing 👏🏼
@StoneDYooDa Viva! 🥳
@StoneDYooDa: LIVE TESTE 29 - ( ESTUDIO PROVISORIO ) NOVO ARKZADA - A MISSAO DO ULTIMO BOSS
@Shockist1: Hey guys , im live playing Official PvP Small Tribes :) , im doing LIMITED EDITION plush giveaways come watch for your chanc…
@SyntacYT: I have more ARK Plushies to Giveaway! Join my discord and check out the Giveaways channel to enter! #playARK #ARKGen2Plush ht…
@RockzillahTV: Don't these stuffed things look cute or something? I bet you might want one. Here's your chance. Come hang out as I try t…
@Raasclark: I'M LIVE! Giving away some cheeky #ARKGen2Plush codes throughout the stream too! Get involved and come say helloooo!
ARK Ge…
Hope you have a good Sunday peeps!
Gonna go enjoy mine
✌🏿
@HinchadeNexxuz el mejor
@gtaaog I didn't say it wasn't a problem. It was a problem to begin with. Servers not being able to cap the number of players is a problem.
A problem that could cause the whole network to crash. That's why it had to be fixed urgently.
@ScubaProDiver I don't know the answer to that question but it's likely an estimation based on hardware usage on the servers and what we call the server tick rate. If it gets too low, the game falls apart.
@Li1yGraceGaming I'll see if I can find out.
"My server was running fine with 170 people"
Everyone was just getting started. Imagine those 170 people with 100 tames each and structures.
And then imagine that 170 turned into 270 with no caps preventing it.
@ScubaProDiver There was also no in-game lag because everyone was just getting started. There is more lag now because people have more things, more tames, etc. Imagine all those tames and items on a server with 170 people.
@ScubaProDiver People don't see the network metrics behind the scenes though. One or two servers running fine is different than looking at the network at large.
Also what's to stop it from going to 500 players? You don't think that would eventually cause an issue?
@GoDCypherr I see what you are saying too
@GoDCypherr So double the expense? what happens when players stop playing? You're left with that expense.
Realistically, in a few weeks, this amount of people won't be playing. It'd be nice if you still were.
What happens if you order 10x? It isn't as simple as just returning equipment. That's why you don't always launch with an extremely large amount of servers.
My point: New product launches with online servers are challenging for any game dev. It's about predicting the number of resources you need for an unexpected amount of people.
You cant just order 10x of what you think you need and you can't just scale immediately.
@suzionuma No, I'm comparing reality to reality. The reality is, launching a new DLC or product and anticipating how many servers you need will always be a challenge.