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luckypsd

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These are getting worse and worse, 20 min wait each time to get in then again if you die does not make for a calm relaxed zombie experience...:@

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The alpha was designed to allow for capacity testing on two servers, each running 50 players.

Currently we are running over 40 servers (with 4 more being rolled), with a concurrent player number of well over 1400.

1.5.5 should help a bit. However, we're now maxing out the number of TCP windows can handle on our central server. That means we're need to start doing some really complex stuff at the backend. Effectively we're now running a level of complexity similar to some MMO's. It's going to take a bit of time to sort that out.

Just hope this doesn't break on IGN or anywhere before we get this out. We also had a couple of boxes go down because so many people tried to connect at once they effectively DDoS'd that box.

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Rocket, your doing an amazing job keeping up with all this growth. keep it up, mate. we're all cheering you on!

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Dont get me wrong I am a huge fan of the mod and appreciate all the hard work it has been to get it going not to mention the ongoing work but its sounds and feels like the mod is trying run before it can walk catering to as many people as it is.

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Thank you Rocket for explaing the why's & for's.

I have not seen anything like this "success" before.

The only mod that comes to mind is RO back in 20??

I've made a quick fix, get up early in the morning and play 'French Time".

I doubt that this "fix"will last for long, all my interwebz mates are joining the wave.

Good luck to you cobber.

If I may be so familiar.

Thanks.

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sorry dude, but i just spent 2 hours trying to get in. while i understand your explanation i only get 3 hours a night. i will come back when you get it sorted.

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The alpha was designed to allow for capacity testing on two servers' date=' each running 50 players.

Currently we are running over 40 servers (with 4 more being rolled), with a concurrent player number of well over 1400.

1.5.5 should help a bit. However, we're now maxing out the number of TCP windows can handle on our central server. That means we're need to start doing some really complex stuff at the backend. Effectively we're now running a level of complexity similar to some MMO's. It's going to take a bit of time to sort that out.

Just hope this doesn't break on IGN or anywhere before we get this out. We also had a couple of boxes go down because so many people tried to connect at once they effectively DDoS'd that box.

[/quote']

rocket......why are you so negative? You should look at this as a positive mate, your server is crashing due to the unexpected HIGH traffic wtf, if i was you i'd be bouncing off the walls with delight.

To think your mod concept has given the finger to most game developers around the world with the astounding sales of arma 2 (surely this mod has something to do with the increased sales), making a point this is THE sort of game we actually need and not the brain dead linear snooze fest of games we currently have on offer.

Keep going!!!!

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1.5.5 is currently in closed public testing. Results look positive.

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1.5.5 is currently in closed public testing. Results look positive.

Nice news, dude.

Is there any hint of what that patch holds? and an ETA on it?

<3

PS get that donate button up.

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Can't you just not let anyone else launch a new server if it can't handle the load yet? Just say "sorry guys that can't get in who want to play, even if you did get in, you wouldn't be able to play."

That way those that are in, can play properly and find your bugs.

We can't alpha test for bugs in a game we can't log into! :)

Then allow more servers to open as and when they can be supported.

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We do open new servers :) The only restrictions are the physical restrictions needed to actually run the server.

Running a DayZ server is complex, because of the arrangement of the central connection, battleye configuration etc...

There is nothing secret or special - it's just complex. Also the bandwidth requirements are massive, the servers need to be powerful. We only stand up servers that can handle this, to protect the project, the users, and the hosters themselves (so they don't get huge over bandwidth builds)

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